summaryrefslogblamecommitdiff
path: root/src/map/skill.c
blob: 6cc9e7a8a828db4a8e6ce777c605711e985d2bf4 (plain) (tree)
1
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
6813
6814
6815
6816
6817
6818
6819
6820
6821
6822
6823
6824
6825
6826
6827
6828
6829
6830
6831
6832
6833
6834
6835
6836
6837
6838
6839
6840
6841
6842
6843
6844
6845
6846
6847
6848
6849
6850
6851
6852
6853
6854
6855
6856
6857
6858
6859
6860
6861
6862
6863
6864
6865
6866
6867
6868
6869
6870
6871
6872
6873
6874
6875
6876
6877
6878
6879
6880
6881
6882
6883
6884
6885
6886
6887
6888
6889
6890
6891
6892
6893
6894
6895
6896
6897
6898
6899
6900
6901
6902
6903
6904
6905
6906
6907
6908
6909
6910
6911
6912
6913
6914
6915
6916
6917
6918
6919
6920
6921
6922
6923
6924
6925
6926
6927
6928
6929
6930
6931
6932
6933
6934
6935
6936
6937
6938
6939
6940
6941
6942
6943
6944
6945
6946
6947
6948
6949
6950
6951
6952
6953
6954
6955
6956
6957
6958
6959
6960
6961
6962
6963
6964
6965
6966
6967
6968
6969
6970
6971
6972
6973
6974
6975
6976
6977
6978
6979
6980
6981
6982
6983
6984
6985
6986
6987
6988
6989
6990
6991
6992
6993
6994
6995
6996
6997
6998
6999
7000
7001
7002
7003
7004
7005
7006
7007
7008
7009
7010
7011
7012
7013
7014
7015
7016
7017
7018
7019
7020
7021
7022
7023
7024
7025
7026
7027
7028
7029
7030
7031
7032
7033
7034
7035
7036
7037
7038
7039
7040
7041
7042
7043
7044
7045
7046
7047
7048
7049
7050
7051
7052
7053
7054
7055
7056
7057
7058
7059
7060
7061
7062
7063
7064
7065
7066
7067
7068
7069
7070
7071
7072
7073
7074
7075
7076
7077
7078
7079
7080
7081
7082
7083
7084
7085
7086
7087
7088
7089
7090
7091
7092
7093
7094
7095
7096
7097
7098
7099
7100
7101
7102
7103
7104
7105
7106
7107
7108
7109
7110
7111
7112
7113
7114
7115
7116
7117
7118
7119
7120
7121
7122
7123
7124
7125
7126
7127
7128
7129
7130
7131
7132
7133
7134
7135
7136
7137
7138
7139
7140
7141
7142
7143
7144
7145
7146
7147
7148
7149
7150
7151
7152
7153
7154
7155
7156
7157
7158
7159
7160
7161
7162
7163
7164
7165
7166
7167
7168
7169
7170
7171
7172
7173
7174
7175
7176
7177
7178
7179
7180
7181
7182
7183
7184
7185
7186
7187
7639
7640
7641
7642
7643
7644
7645
7646
7647
7648
7649
7650
7651
7652
7653
7654
7655
7656
7657
7658
7659
7660
7661
7662
7663
7664
7665
7666
7667
7668
7669
7670
7671
7672
7673
7674
7675
7676
7677
7678
7679
7680
7681
7682
7683
7684
7685
7686
7687
7688
7689
7690
7691
7692
7693
7694
7695
7696
7697
7698
7699
7700
7701
7702
7703
7704
7705
7706
7707
7708
7709
7710
7711
7712
7713
7714
7715
7716
7717
7718
7719
7720
7721
7722
7723
7724
7725
7726
7727
7728
7729
7730
7731
7732
7733
7734
7735
7736
7737
7738
7739
7740
7741
7742
7743
7744
7745
7746
7747
7748
7749
7750
7751
7752
7753
7754
7755
7756
7757
7758
7759
7760
7761
7762
7763
7764
7765
7766
7767
7768
7769
7770
7771
7772
7773
7774
7775
7776
7777
7778
7779
7780
7781
7782
7783
7784
7785
7786
7787
7788
7789
7790
7791
7792
7793
7794
7795
7796
7797
7798
7799
7800
7801
7802
7803
7804
7805
7806
7807
7808
7809
7810
7811
7812
7813
7814
7815
7816
7817
7818
7819
7820
7821
7822
7823
7824
7825
7826
7827
7828
7829
7830
7831
7832
7833
7834
7835
7836
7837
7838
7839
7840
7841
7842
7843
7844
7845
7846
7847
7848
7849
7850
7851
7852
7853
7854
7855
7856
7857
7858
7859
7860
7861
7862
7863
7864
7865
7866
7867
7868
7869
7870
7871
7872
7873
7874
7875
7876
7877
7878
7879
7880
7881
7882
7883
7884
7885
7886
7887
7888
7889
7890
7891
7892
7893
7894
7895
7896
7897
7898
7899
7900
7901
7902
7903
7904
7905
7906
7907
7908
7909
7910
7911
7912
7913
7914
7915
7916
7917
7918
7919
7920
7921
7922
7923
7924
7925
7926
7927
7928
7929
7930
7931
7932
7933
7934
7935
7936
7937
7938
7939
7940
7941
7942
7943
7944
7945
7946
7947
7948
7949
7950
7951
7952
7953
7954
7955
7956
7957
7958
7959
7960
7961
7962
7963
7964
7965
7966
7967
7968
7969
7970
7971
7972
7973
7974
7975
7976
7977
7978
7979
7980
7981
7982
7983
7984
7985
7986
7987
7988
7989
7990
7991
7992
7993
7994
7995
7996
7997
7998
7999
8000
8001
8002
8003
8004
8005
8006
8007
8008
8009
8010
8011
8012
8013
8014
8015
8016
8017
8018
8019
8020
8021
8022
8023
8024
8025
8026
8027
8028
8029
8030
8031
8032
8033
8034
8035
8036
8037
8038
8039
8040
8041
8042
8043
8044
8045
8046
8047
8048
8049
8050
8051
8052
8053
8054
8055
8056
8057
8058
8059
8060
8061
8062
8063
8064
8065
8066
8067
8068
8069
8070
8071
8072
8073
8074
8075
8076
8077
8078
10225
10226
10227
10228
10229
10230
10231
10232
10233
10234
10235
10236
10237
10238
10239
10240
10241
10242
10243
10244
10245
10246
10247
10248
10249
10250
10251
10252
10253
10254
10255
10256
10257
10258
10259
10260
10261
10262
10263
10264
10265
10266
10267
10268
10269
10270
10271
10272
10273
10274
10275
10276
10277
10278
10279
10280
10281
10282
10283
10284
10285
10286
10287
10288
10289
10290
10291
10292
10293
10294
10295
10296
10297
10298
10299
10300
10301
10302
10303
10304
10305
10306
10307
10308
10309
10310
10311
10312
10313
10314
10315
10316
10317
10318
10319
10320
10321
10322
10323
10324
10325
10326
10327
10328
10329
10330
10331
10332
10333
10334
10335
10336
10337
10338
10339
10340
10341
10342
10343
10344
10345
10346
10347
10348
10349
10350
10351
10352
10353
10354
10355
10356
10357
10358
10359
10360
10361
10362
10363
10364
10365
10366
10367
10368
10369
10370
10371
10372
10373
10374
10375
10376
10377
10378
10379
10380
10381
10382
10383
10384
10385
10386
10387
10388
10389
10390
10391
10392
10393
10394
10395
10396
10397
10398
10399
10400
10401
10402
10403
10404
10405
10406
10407
10408
10409
10410
10411
10412
10413
10414
10415
10416
10417
10418
10419
10420
10421
10422
10423
10424
10425
10426
10427
10428
10429
10430
10431
10432
10433
10434
10435
10436
10437
10438
10439
10440
10441
10442
10443
10444
10445
10446
10447
10448
10449
10450
10451
10452
10453
10454
10455
10456
10457
10458
10459
10460
10461
10462
10463
10464
10465
10466
10467
10468
10469
10470
10471
10472
10473
10474
10475
10476
10477
10478
10479
10480
10481
10482
10483
10484
10485
10486
10487
10488
10489
10490
10491
10492
10493
10494
10495
10496
10497
10498
10499
10500
10501
10502
10503
10504
10505
10506
10507
10508
10509
10510
10511
10512
10513
10514
10515
10516
10517
10518
10519
10520
10521
10522
10523
10524
                                                          






















                   
                  
                  















































































































































































































                                                                         




                                


























                                      
                                            














































































































                                                                  

                                                                      











































                                                                
                                                 






















































































































































































































































                                                                          

                                              




































                                                             
                                                       

































                                                               























































































                                                                                 

                                                               



                                                                                        

 
                  
                                                                                                                    
















                                                                                                                                












                                                                                                

















































































                                                                                                                             
                                                    

                                                                                                       




                                                    



















































                                                                                                                                     

                                                                                              
























                                                                       
                                  
                                       
                                 
                                      
                                 
                                      
                                 





















                                                                                                                   

                                                                                                      
                         
                                                         






















                                                                                                                      












































                                                                                                                            
                                                                                                        






























































































































                                                                                                                                                                   
                                                                     















                                                                                                                                              







                                                                                               











                                                                                                                                 
                                                                     



                                                                                                            


































































































































































































                                                                                                                                                    



                                      

                                  






































































































































































































































                                                                                                                                                                   
                                                                                                                                                                 













































































































































































































































































































































































































































































































                                                                                                                                    



                                                                

                                  














                                                                                
 





































































                                                                                     
                                                                        



















































                                                                                                                         








                                                                                                                              
                         






                                                                                
                                                                                     




















































































                                                                                                                                




                                                                                                        












                                                                                                




                                                                                         




































































                                                                                                                  
                                                              




















































                                                                                                            


                                                       
                                                                                      






                                                              
                                                                 






                                                                                  
                         







                                                                              
































































































































                                                                                                                                                     











                                                                     

                                  






































                                                                             


                                                                              













                                                                             
                                                                                                
                                                                 









































































































                                                                                                                                                                                                                
                                                                                     
                                                                                                           


                                                            

                                                                     








                                                                                                                                                       
                      












































































                                                                                                       









                                                                                                                                       

                                                                                










                                                                                                

                                                                                          


                                                                                                                                 

                                                                                                


                                                                             




                                                                        



























































                                                                                                                                         
                                                        






                                                          
                                                      










                                                                                                                               






                                                                                                                               



















                                                                                                                               


                                                                                                                               
                                                        
                      





















































                                                                                                                                                                 
                                                                                               








                                                                                                                
                                                                                     



























































































                                                                                                                                






                                                                                                































































































































































                                                                                                                                                     
                                                   











































                                                                                                                 






















                                                                                                                                               


























                                                                                     
                                                                   












                                                                                    
                                                                




































                                                                                                                    
                                                               








































                                                                                                                        
                        
                                        
                                                                                                        



                                                                    
                                                  
                 




































































                                                                                                          











                                                                                                                                  



                                         






                                                                                











                                                                                                                                  



                                         






                                                                                











                                                                                                                                  



                                         
                      
 




                                                                                











                                                                                                                                  



                                         
                      
 
                              


                                                                                



                                                                     

                                                                                 









                                                                                      
                                                                              










                                                                                                                                                           







                                                 
































                                                                                                                                            
                                                                                                                                                    









                                                                                                                                                               
                                                                                                                                                               


























                                                                                                                     
                                                                      
                                                                            

                                                                                                                                       




                                                                                
                                                                      
                                                                            

                                                                                                                                       




                                                                                
                                                                      
                                                                           

                                                                                                                                       




                                                                                
                                                                      
                                                                          

                                                                                                                                       

                      
 


                                                                


                                                                                                               









































































































































































































































































                                                                                                                                    



                                                                 



                                                                                                                     
























































































                                                                                                                                                                                        
 





                                                                                                                                           
 





































                                                                                                                                                                 






                                                  











                                                                                                                                                                                        













                                                                                                          
 












                                                                                                          

                                    
                            

                                               








                                                                                                                 

                                 







                                                                                                            

                      
                             

                                               








                                                                                                                 

                                 







                                                                                                            




                                               













                                                                                                                                          

                                 







                                                                                                            
                 
                      
                              
                 


                                                               
                                               





                                                                
                                                                                           




                                                                                                       
                                                                                                                
                                                                                              

                                                                                                                    




                                                                                                                 
                      
























































































































































                                                                                                                                                                                                    


                                                

                                  














































































































































































                                                                                                                           


























                                                                                                                






















                                                                                  
                         







                                                                  



                                                                         


















































































                                                                                                                        
                                                                                                            



















                                                                       





                                                                                           
























































                                                                          
 







































































































































































































                                                                                                                
 





                                                                 
 








                                                              

                                                                              
                                                                                
                                                                               
                      
 




                                                      
 




                                                      
 


                                                      

                                                                     
                 
                      
 



                                                              









                                   


































































































































































































                                                                                                                                                                               
                                







































                                                                                                          


                                      


















                                                                                      
                         























































































                                                                                                                      

                                                            
                                                                                                         




                                                                                                                 







                                                                             

                                                            
                                                                                                         




                                                                                                                 



















































































































                                                                                                                                                                                              

                                                                                        

                                                                                                               
                                                              






                                                                                                                                          
                                                               









                                                                                                                                          

                                                            
                                                                                                                                                  




                                                                                                                                                          




















                                                  
                                                                   





                                                                             

                                                            

                                                                                                         





                                                                                                                 









                                                                             

                                                            

                                                                                                                        





                                                                                                                                


                         





















                                                                                                                      









































                                                                                                                                





































                                                                                                             


















































































                                                                                                                      
                                                                  


















































                                                                                                                                




























                                                                              




















































                                                                                                           



                  






















































                                                                                                              































                                                                                               



















































































































































































































                                                                                                                          



                                                                     
                                                                                              













                                                                                                        

                                                          














































                                                                                                                          
                                                                                              
















                                                                                                         

                                                                                       





































































                                                                                                                                                        

                                                                 












                                                                             
                         





                                                                                                     
                                                            
                                                              
                        






















































































































































































































































































































































































                                                                                                                                                                                                                                                                                                     








                                                                                               
         































































                                                                                                                           
                    






                                                               





                                                                                                 



                                                              








                                                                                                                                                                    

                                                                     

                                         
                                                                                                         


                                                                                    
                                                                     
                                                                                  





                                                                                           
                         










                                                                                                                






                                                                                                                                   
                                                               





                                    
                                                                
                                 
                                  


                                  
                


















                                                                              
 



                              









                                                                     
                      


























































                                                                                       

                                                                     













































                                                                                                                                                       









                                                                                













                                                                                 



                              
                                                      
                      
















                                                                                                                                
                                                                                           




























































                                                                                                                               

                                                    


                                                                                                                           
                         












                                                              
                                                           
                                                              
 
                                                     


                                                                         



                                                                                                    
                                                                     
                                                                                  





                                                                                           

                         




                               
                                    


                                                                      
                           























































































































































































































































































































































































































































                                                                                                                                                     
                                                                                 










                                                                     
                         













































                                                                                      
                               


                                  

































































































































































































































                                                                                                                              

                                                                                                              








































                                                                                                        
                                                 



















































                                                                                           

                                    

                                            






                                             
















































                                                                                                                                                      

                                                                                                














































                                                                                                                                    

                                                                                                        
                                                                                                     

                                                                                          





                                                        


                                                                                                           
                                                    

                                     







                                                                  
                                              













































                                                                                
                                    






                                                                    

                                                                                                          
















































































































































                                                                                                                      

                                                                                                              
























































































                                                                                                                              



















                                                                                                          
                                                          














                                                                                      

                                                            















                                                                                                          


































































                                                                                                                                  

                                                                                                                 
                                                            

                                                                                           








































                                                                                                                                                                









                                                                     

         

        





































                                                                                                                           
                                                                                                     




























                                                                                                    
                                





























































                                                                                                                                                                      




                                                                                     








                                                                             
                                                           


























                                                                                                      

                                                                        


                                                                              





                                                                                 








                                                                      
                                                                                              


                                                         

                                                             



                                                                                  

                                                             




















                                                                                               
                                                                                    






























































































































































































































































                                                                                                          
                                                        









































                                                                                               
                                                                  







































                                                                                               

                                                          
                                            

                                                                                   

























































                                                                                               
 

                                      
 



                                                                 
 





                                                                  
 






































                                                                             
 

                                                              


                                                                                
                                                            
                                                                                                                                

                                     
                                     

                                      
 


                                                                    
 

                                             
 




                                                                             
 






                                                                       
 


                                                             
 


                                                                
 






                                                                                                                 
 

                                                                         
 



                                                                                   
 



                                                
 
                                 


                                      



                                    




                                      
                                     


                                                 
                                      
                              
 







































                                                                                                          



                                                                     











































                                                                           


                                                         











































                                                                                           

                                                                                                










                                                   

                                                                           

                    

                                                                  
 

                           
                                                                                                         
                         
                                                                              


                                                                 



                                  

                



                                                                                                   
                                                                                     
                                                            
                                          


                 
                                                                                
                                                            
                                          
                 





                                              


                                                                           



                                                                    
                                                                               



                                                                 

                                 
         
                 





























































                                                                                      
                                                       
 
                                             















                                                                                                                                                
                                                                                                        








                                                                                                                                          

                         







                                                                                                                
         







































































                                                                                      



                                                        

                                  











































































































































































































































































































                                                                                                                        


























































































































































































































                                                                                                                                        

















                                                                                                                              

                                 




































                                                                                                                         


                                                                  




































                                                                                                                                                          


                                     






























                                                                                 
                                                                                     











                                                                                                                  
                                            










                                                                                            
                                                                                        












































                                                                             
                                            









































                                                                                                                                                                                                                                        



                                                                                                























                                                                                                                                                                             

                                                           


































                                                                                                                    

                                                          
                                                                                   


                                                                                    
                                                                                         





                                                                                         












                                                                                                  

                                                          
                                                                                       



                                                                                    
                                                                                                  







                                                                                            





















































































                                                                                                                


                                                                     






































































                                                                                              


                                                                     









































































































































                                                                                                             


                                                                     




















































                                                                                                 
                                                                  



                                                        
                                                                                













                                                                     
                                                                                                 

































































































                                                                                   


                                                                     













                                                                                              


























                                                              































                                                                                                           
// $Id: skill.c,v 1.8 2004/11/26 7:12:23 PM Celestia Exp $
/* �X�L��?�W */

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>

#include "timer.h"
#include "nullpo.h"
#include "malloc.h"

#include "skill.h"
#include "map.h"
#include "clif.h"
#include "pc.h"
#include "pet.h"
#include "mob.h"
#include "battle.h"
#include "party.h"
#include "itemdb.h"
#include "script.h"
#include "intif.h"
#include "log.h"
#include "chrif.h"
#include "guild.h"

#ifdef MEMWATCH
#include "memwatch.h"
#endif

#define SKILLUNITTIMER_INVERVAL	100

#define STATE_BLIND 0x10

/* �X�L����?�����X�e?�^�X�ُ��??���e?�u�� */
int SkillStatusChangeTable[]={	/* skill.h��enum��SC_***�Ƃ��킹�邱�� */
/* 0- */
	-1,-1,-1,-1,-1,-1,
	SC_PROVOKE,			/* �v���{�b�N */
	-1, 1,-1,
/* 10- */
	SC_SIGHT,			/* �T�C�g */
	-1,-1,-1,-1,
	SC_FREEZE,			/* �t���X�g�_�C�o? */
	SC_STONE,			/* �X�g?���J?�X */
	-1,-1,-1,
/* 20- */
	-1,-1,-1,-1,
	SC_RUWACH,			/* ���A�t */
	-1,-1,-1,-1,
	SC_INCREASEAGI,		/* ���x?�� */
/* 30- */
	SC_DECREASEAGI,		/* ���x���� */
	-1,
	SC_SIGNUMCRUCIS,	/* �V�O�i���N���V�X */
	SC_ANGELUS,			/* �G���W�F���X */
	SC_BLESSING,		/* �u���b�V���O */
	-1,-1,-1,-1,-1,
/* 40- */
	-1,-1,-1,-1,-1,
	SC_CONCENTRATE,		/* �W���͌��� */
	-1,-1,-1,-1,
/* 50- */
	-1,
	SC_HIDING,			/* �n�C�f�B���O */
	-1,-1,-1,-1,-1,-1,-1,-1,
/* 60- */
	SC_TWOHANDQUICKEN,	/* 2HQ */
	SC_AUTOCOUNTER,
	-1,-1,-1,-1,
	SC_IMPOSITIO,		/* �C���|�V�e�B�I�}�k�X */
	SC_SUFFRAGIUM,		/* �T�t���M�E�� */
	SC_ASPERSIO,		/* �A�X�y���V�I */
	SC_BENEDICTIO,		/* ��?�~�� */
/* 70- */
	-1,
	SC_SLOWPOISON,
	-1,
	SC_KYRIE,			/* �L���G�G���C�\�� */
	SC_MAGNIFICAT,		/* �}�O�j�t�B�J?�g */
	SC_GLORIA,			/* �O�����A */
	SC_DIVINA,			/* ���b�N�X�f�B�r?�i */
	-1,
	SC_AETERNA,			/* ���b�N�X�G?�e���i */
	-1,
/* 80- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 90- */
	-1,-1,
	SC_QUAGMIRE,		/* �N�@�O�}�C�A */
	-1,-1,-1,-1,-1,-1,-1,
/* 100- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 110- */
	-1,
	SC_ADRENALINE,		/* �A�h���i�������b�V�� */
	SC_WEAPONPERFECTION,/* �E�F�|���p?�t�F�N�V���� */
	SC_OVERTHRUST,		/* �I?�o?�g���X�g */
	SC_MAXIMIZEPOWER,	/* �}�L�V�}�C�Y�p��? */
	-1,-1,-1,-1,-1,
/* 120- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 130- */
	-1,-1,-1,-1,-1,
	SC_CLOAKING,		/* �N��?�L���O */
	SC_STAN,			/* �\�j�b�N�u��? */
	-1,
	SC_ENCPOISON,		/* �G���`�����g�|�C�Y�� */
	SC_POISONREACT,		/* �|�C�Y�����A�N�g */
/* 140- */
	SC_POISON,			/* �x�m���_�X�g */
	SC_SPLASHER,		/* �x�i���X�v���b�V��? */
	-1,
	SC_TRICKDEAD,		/* ���񂾂ӂ� */
	-1,-1,-1,-1,-1,-1,
/* 150- */
	-1,-1,-1,-1,-1,
	SC_LOUD,			/* ���E�h�{�C�X */
	-1,
	SC_ENERGYCOAT,		/* �G�i�W?�R?�g */
	-1,-1,
/* 160- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
	-1,-1,-1,
	SC_SELFDESTRUCTION,
	-1,-1,-1,-1,-1,-1,
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
	-1,
	SC_KEEPING,
	-1,-1,
	SC_BARRIER,
	-1,-1,
	SC_HALLUCINATION,
	-1,-1,
/* 210- */
	-1,-1,-1,-1,-1,
	SC_STRIPWEAPON,
	SC_STRIPSHIELD,
	SC_STRIPARMOR,
	SC_STRIPHELM,
	-1,
/* 220- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 230- */
	-1,-1,-1,-1,
	SC_CP_WEAPON,
	SC_CP_SHIELD,
	SC_CP_ARMOR,
	SC_CP_HELM,
	-1,-1,
/* 240- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,
	SC_AUTOGUARD,
/* 250- */
	-1,-1,
	SC_REFLECTSHIELD,
	-1,-1,
	SC_DEVOTION,
	SC_PROVIDENCE,
	SC_DEFENDER,
	SC_SPEARSQUICKEN,
	-1,
/* 260- */
	-1,-1,-1,-1,-1,-1,-1,-1,
	SC_STEELBODY,
	SC_BLADESTOP_WAIT,
/* 270- */
	SC_EXPLOSIONSPIRITS,
	SC_EXTREMITYFIST,
	-1,-1,-1,-1,
	SC_MAGICROD,
	-1,-1,-1,
/* 280- */
	SC_FLAMELAUNCHER,
	SC_FROSTWEAPON,
	SC_LIGHTNINGLOADER,
	SC_SEISMICWEAPON,
	-1,
	SC_VOLCANO,
	SC_DELUGE,
	SC_VIOLENTGALE,
	SC_LANDPROTECTOR,
	-1,
/* 290- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 300- */
	-1,-1,-1,-1,-1,-1,
	SC_LULLABY,
	SC_RICHMANKIM,
	SC_ETERNALCHAOS,
	SC_DRUMBATTLE,
/* 310- */
	SC_NIBELUNGEN,
	SC_ROKISWEIL,
	SC_INTOABYSS,
	SC_SIEGFRIED,
	-1,-1,-1,
	SC_DISSONANCE,
	-1,
	SC_WHISTLE,
/* 320- */
	SC_ASSNCROS,
	SC_POEMBRAGI,
	SC_APPLEIDUN,
	-1,-1,
	SC_UGLYDANCE,
	-1,
	SC_HUMMING,
	SC_DONTFORGETME,
	SC_FORTUNE,
/* 330- */
	SC_SERVICE4U,
	SC_SELFDESTRUCTION,
	-1,-1,-1,-1,-1,-1,-1,-1,
/* 340- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
/* 350- */
	-1,-1,-1,-1,-1,
	SC_AURABLADE,
	SC_PARRYING,
	SC_CONCENTRATION,
	SC_TENSIONRELAX,
	SC_BERSERK,
/* 360- */
	SC_BERSERK,
	SC_ASSUMPTIO,
	SC_BASILICA,
	-1,-1,-1,
	SC_MAGICPOWER,
	-1,-1,
	SC_GOSPEL,
/* 370- */
	-1,-1,-1,-1,-1,-1,-1,-1,

	SC_EDP,

	-1,
/* 380- */
	SC_TRUESIGHT,
	-1,-1,
	SC_WINDWALK,
	SC_MELTDOWN,
	-1,-1,
	SC_CARTBOOST,
	-1,
	SC_CHASEWALK,
/* 390- */
	SC_REJECTSWORD,
	-1,-1,-1,-1,-1,
	SC_MARIONETTE,
	-1,
	SC_HEADCRUSH,
	SC_JOINTBEAT,
/* 400 */
	-1,-1,
	SC_MINDBREAKER,
	SC_MEMORIZE,
	SC_FOGWALL,
	SC_SPIDERWEB,
	-1,-1,-1,-1,
/* 410- */
	-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
};

const struct skill_name_db skill_names[] = {
 { AC_CHARGEARROW, "CHARGEARROW", "Charge_Arrow" } ,
 { AC_CONCENTRATION, "CONCENTRATION", "Improve_Concentration" } ,
 { AC_DOUBLE, "DOUBLE", "Double_Strafe" } ,
 { AC_MAKINGARROW, "MAKINGARROW", "Arrow_Creation" } ,
 { AC_OWL, "OWL", "Owl's_Eye" } ,
 { AC_SHOWER, "SHOWER", "Arrow_Shower" } ,
 { AC_VULTURE, "VULTURE", "Vulture's_Eye" } ,
 { ALL_RESURRECTION, "RESURRECTION", "Resurrection" } ,
 { AL_ANGELUS, "ANGELUS", "Angelus" } ,
 { AL_BLESSING, "BLESSING", "Blessing" } ,
 { AL_CRUCIS, "CRUCIS", "Signum_Crusis" } ,
 { AL_CURE, "CURE", "Cure" } ,
 { AL_DECAGI, "DECAGI", "Decrease_AGI" } ,
 { AL_DEMONBANE, "DEMONBANE", "Demon_Bane" } ,
 { AL_DP, "DP", "Divine_Protection" } ,
 { AL_HEAL, "HEAL", "Heal" } ,
 { AL_HOLYLIGHT, "HOLYLIGHT", "Holy_Light" } ,
 { AL_HOLYWATER, "HOLYWATER", "Aqua_Benedicta" } ,
 { AL_INCAGI, "INCAGI", "Increase_AGI" } ,
 { AL_PNEUMA, "PNEUMA", "Pneuma" } ,
 { AL_RUWACH, "RUWACH", "Ruwach" } ,
 { AL_TELEPORT, "TELEPORT", "Teleport" } ,
 { AL_WARP, "WARP", "Warp_Portal" } ,
 { AM_ACIDTERROR, "ACIDTERROR", "Acid_Terror" } ,
 { AM_AXEMASTERY, "AXEMASTERY", "Axe_Mastery" } ,
 { AM_BERSERKPITCHER, "BERSERKPITCHER", "Berserk Pitcher" } ,
 { AM_BIOETHICS, "BIOETHICS", "Bioethics" } ,
 { AM_BIOTECHNOLOGY, "BIOTECHNOLOGY", "Biotechnology" } ,
 { AM_CALLHOMUN, "CALLHOMUN", "Call_Homunculus" } ,
 { AM_CANNIBALIZE, "CANNIBALIZE", "Bio_Cannibalize" } ,
 { AM_CP_ARMOR, "ARMOR", "Chemical_Protection_Armor" } ,
 { AM_CP_HELM, "HELM", "Chemical_Protection_Helm" } ,
 { AM_CP_SHIELD, "SHIELD", "Chemical_Protection_Shield" } ,
 { AM_CP_WEAPON, "WEAPON", "Chemical_Protection_Weapon" } ,
 { AM_CREATECREATURE, "CREATECREATURE", "Life_Creation" } ,
 { AM_CULTIVATION, "CULTIVATION", "Cultivation" } ,
 { AM_DEMONSTRATION, "DEMONSTRATION", "Demonstration" } ,
 { AM_DRILLMASTER, "DRILLMASTER", "Drillmaster" } ,
 { AM_FLAMECONTROL, "FLAMECONTROL", "Flame_Control" } ,
 { AM_HEALHOMUN, "HEALHOMUN", "Heal_Homunculus" } ,
 { AM_LEARNINGPOTION, "LEARNINGPOTION", "AM_LEARNINGPOTION" } ,
 { AM_PHARMACY, "PHARMACY", "Pharmacy" } ,
 { AM_POTIONPITCHER, "POTIONPITCHER", "Potion_Pitcher" } ,
 { AM_REST, "REST", "Sabbath" } ,
 { AM_RESURRECTHOMUN, "RESURRECTHOMUN", "Ressurect_Homunculus" } ,
 { AM_SPHEREMINE, "SPHEREMINE", "Sphere_Mine" } ,
 { ASC_BREAKER, "BREAKER", "Breaker" } ,
 { ASC_CDP, "CDP", "Create_Deadly_Poison" } ,
 { ASC_EDP, "EDP", "Deadly_Poison_Enchantment" } ,
 { ASC_HALLUCINATION, "HALLUCINATION", "Hallucination_Walk" } ,
 { ASC_KATAR, "KATAR", "Advanced_Katar_Mastery" } ,
 { ASC_METEORASSAULT, "METEORASSAULT", "Meteor_Assault" } ,
 { AS_CLOAKING, "CLOAKING", "Cloaking" } ,
 { AS_ENCHANTPOISON, "ENCHANTPOISON", "Enchant_Poison" } ,
 { AS_GRIMTOOTH, "GRIMTOOTH", "Grimtooth" } ,
 { AS_KATAR, "KATAR", "Katar_Mastery" } ,
 { AS_LEFT, "LEFT", "Lefthand_Mastery" } ,
 { AS_POISONREACT, "POISONREACT", "Poison_React" } ,
 { AS_RIGHT, "RIGHT", "Righthand_Mastery" } ,
 { AS_SONICBLOW, "SONICBLOW", "Sonic_Blow" } ,
 { AS_SPLASHER, "SPLASHER", "Venom_Splasher" } ,
 { AS_VENOMDUST, "VENOMDUST", "Venom_Dust" } ,
 { BA_APPLEIDUN, "APPLEIDUN", "Apple_of_Idun" } ,
 { BA_ASSASSINCROSS, "ASSASSINCROSS", "Assassin_Cross" } ,
 { BA_DISSONANCE, "DISSONANCE", "Dissonance" } ,
 { BA_FROSTJOKE, "FROSTJOKE", "Dumb_Joke" } ,
 { BA_MUSICALLESSON, "MUSICALLESSON", "Musical_Lesson" } ,
 { BA_MUSICALSTRIKE, "MUSICALSTRIKE", "Musical_Strike" } ,
 { BA_POEMBRAGI, "POEMBRAGI", "Poem_of_Bragi" } ,
 { BA_WHISTLE, "WHISTLE", "Whistle" } ,
 { BD_ADAPTATION, "ADAPTATION", "Adaption" } ,
 { BD_DRUMBATTLEFIELD, "DRUMBATTLEFIELD", "Drumb_BattleField" } ,
 { BD_ENCORE, "ENCORE", "Encore" } ,
 { BD_ETERNALCHAOS, "ETERNALCHAOS", "Eternal_Chaos" } ,
 { BD_INTOABYSS, "INTOABYSS", "Into_the_Abyss" } ,
 { BD_LULLABY, "LULLABY", "Lullaby" } ,
 { BD_RAGNAROK, "RAGNAROK", "Ragnarok" } ,
 { BD_RICHMANKIM, "RICHMANKIM", "Rich_Mankim" } ,
 { BD_RINGNIBELUNGEN, "RINGNIBELUNGEN", "Ring_of_Nibelugen" } ,
 { BD_ROKISWEIL, "ROKISWEIL", "Loki's_Wail" } ,
 { BD_SIEGFRIED, "SIEGFRIED", "Invulnerable_Siegfried" } ,
 { BS_ADRENALINE, "ADRENALINE", "Adrenaline_Rush" } ,
 { BS_ADRENALINE2, "ADRENALINE2", "Adrenaline Rush 2" } ,
 { BS_AXE, "AXE", "Smith_Axe" } ,
 { BS_DAGGER, "DAGGER", "Smith_Dagger" } ,
 { BS_ENCHANTEDSTONE, "ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
 { BS_FINDINGORE, "FINDINGORE", "Ore_Discovery" } ,
 { BS_HAMMERFALL, "HAMMERFALL", "Hammer_Fall" } ,
 { BS_HILTBINDING, "HILTBINDING", "Hilt_Binding" } ,
 { BS_IRON, "IRON", "Iron_Tempering" } ,
 { BS_KNUCKLE, "KNUCKLE", "Smith_Knucklebrace" } ,
 { BS_MACE, "MACE", "Smith_Mace" } ,
 { BS_MAXIMIZE, "MAXIMIZE", "Power_Maximize" } ,
 { BS_ORIDEOCON, "ORIDEOCON", "Orideocon_Research" } ,
 { BS_OVERTHRUST, "OVERTHRUST", "Power-Thrust" } ,
 { BS_REPAIRWEAPON, "REPAIRWEAPON", "Weapon_Repair" } ,
 { BS_SKINTEMPER, "SKINTEMPER", "Skin_Tempering" } ,
 { BS_SPEAR, "SPEAR", "Smith_Spear" } ,
 { BS_STEEL, "STEEL", "Steel_Tempering" } ,
 { BS_SWORD, "SWORD", "Smith_Sword" } ,
 { BS_TWOHANDSWORD, "TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
 { BS_WEAPONPERFECT, "WEAPONPERFECT", "Weapon_Perfection" } ,
 { BS_WEAPONRESEARCH, "WEAPONRESEARCH", "Weaponry_Research" } ,
 { CG_ARROWVULCAN, "ARROWVULCAN", "Vulcan_Arrow" } ,
 { CG_MARIONETTE, "MARIONETTE", "Marionette_Control" } ,
 { CG_MOONLIT, "MOONLIT", "Moonlight_Petals" } ,
 { CH_CHAINCRUSH, "CHAINCRUSH", "Chain_Crush_Combo" } ,
 { CH_PALMSTRIKE, "PALMSTRIKE", "Palm_Push_Strike" } ,
 { CH_SOULCOLLECT, "SOULCOLLECT", "Collect_Soul" } ,
 { CH_TIGERFIST, "TIGERFIST", "Tiger_Knuckle_Fist" } ,
 { CR_ALCHEMY, "ALCHEMY", "Alchemy" } ,
 { CR_SLIMPITCHER, "SLIMPITCHER", "Slim_Pitcher" } ,
 { CR_FULLPROTECTION, "FULLPROTECTION", "Full_Chemical_Protection" } ,
 { CR_AUTOGUARD, "AUTOGUARD", "Guard" } ,
 { CR_DEFENDER, "DEFENDER", "Defender" } ,
 { CR_DEVOTION, "DEVOTION", "Sacrifice" } ,
 { CR_GRANDCROSS, "GRANDCROSS", "Grand_Cross" } ,
 { CR_HOLYCROSS, "HOLYCROSS", "Holy_Cross" } ,
 { CR_PROVIDENCE, "PROVIDENCE", "Providence" } ,
 { CR_REFLECTSHIELD, "REFLECTSHIELD", "Shield_Reflect" } ,
 { CR_SHIELDBOOMERANG, "SHIELDBOOMERANG", "Shield_Boomerang" } ,
 { CR_SHIELDCHARGE, "SHIELDCHARGE", "Shield_Charge" } ,
 { CR_SPEARQUICKEN, "SPEARQUICKEN", "Spear_Quicken" } ,
 { CR_SYNTHESISPOTION, "SYNTHESISPOTION", "Potion_Synthesis" } ,
 { CR_TRUST, "TRUST", "Faith" } ,
 { DC_DANCINGLESSON, "DANCINGLESSON", "Dancing_Lesson" } ,
 { DC_DONTFORGETME, "DONTFORGETME", "Don't_Forget_Me" } ,
 { DC_FORTUNEKISS, "FORTUNEKISS", "Fortune_Kiss" } ,
 { DC_HUMMING, "HUMMING", "Humming" } ,
 { DC_SCREAM, "SCREAM", "Scream" } ,
 { DC_SERVICEFORYOU, "SERVICEFORYOU", "Prostitute" } ,
 { DC_THROWARROW, "THROWARROW", "Throw_Arrow" } ,
 { DC_UGLYDANCE, "UGLYDANCE", "Ugly_Dance" } ,
 { HP_ASSUMPTIO, "ASSUMPTIO", "Assumptio" } ,
 { HP_BASILICA, "BASILICA", "Basilica" } ,
 { HP_MEDITATIO, "MEDITATIO", "Meditation" } ,
 { HT_ANKLESNARE, "ANKLESNARE", "Ankle_Snare" } ,
 { HT_BEASTBANE, "BEASTBANE", "Beast_Bane" } ,
 { HT_BLASTMINE, "BLASTMINE", "Blast_Mine" } ,
 { HT_BLITZBEAT, "BLITZBEAT", "Blitz_Beat" } ,
 { HT_CLAYMORETRAP, "CLAYMORETRAP", "Claymore_Trap" } ,
 { HT_DETECTING, "DETECTING", "Detect" } ,
 { HT_FALCON, "FALCON", "Falconry_Mastery" } ,
 { HT_FLASHER, "FLASHER", "Flasher" } ,
 { HT_FREEZINGTRAP, "FREEZINGTRAP", "Freezing_Trap" } ,
 { HT_LANDMINE, "LANDMINE", "Land_Mine" } ,
 { HT_REMOVETRAP, "REMOVETRAP", "Remove_Trap" } ,
 { HT_SANDMAN, "SANDMAN", "Sandman" } ,
 { HT_SHOCKWAVE, "SHOCKWAVE", "Shockwave_Trap" } ,
 { HT_SKIDTRAP, "SKIDTRAP", "Skid_Trap" } ,
 { HT_SPRINGTRAP, "SPRINGTRAP", "Spring_Trap" } ,
 { HT_STEELCROW, "STEELCROW", "Steel_Crow" } ,
 { HT_TALKIEBOX, "TALKIEBOX", "Talkie_Box" } ,
 { HW_MAGICCRASHER, "MAGICCRASHER", "Magic_Crasher" } ,
 { HW_MAGICPOWER, "MAGICPOWER", "Magic_Power" } ,
 { HW_NAPALMVULCAN, "NAPALMVULCAN", "Napalm_Vulcan" } ,
 { HW_SOULDRAIN, "SOULDRAIN", "Soul_Drain" } ,
 { ITM_TOMAHAWK, "TOMAHAWK", "Throw_Tomahawk" } ,
 { KN_AUTOCOUNTER, "AUTOCOUNTER", "Counter_Attack" } ,
 { KN_BOWLINGBASH, "BOWLINGBASH", "Bowling_Bash" } ,
 { KN_BRANDISHSPEAR, "BRANDISHSPEAR", "Brandish_Spear" } ,
 { KN_CAVALIERMASTERY, "CAVALIERMASTERY", "Cavalier_Mastery" } ,
 { KN_PIERCE, "PIERCE", "Pierce" } ,
 { KN_RIDING, "RIDING", "Peco_Peco_Ride" } ,
 { KN_SPEARBOOMERANG, "SPEARBOOMERANG", "Spear_Boomerang" } ,
 { KN_SPEARMASTERY, "SPEARMASTERY", "Spear_Mastery" } ,
 { KN_SPEARSTAB, "SPEARSTAB", "Spear_Stab" } ,
 { KN_TWOHANDQUICKEN, "TWOHANDQUICKEN", "Twohand_Quicken" } ,
 { LK_AURABLADE, "AURABLADE", "Aura_Blade" } ,
 { LK_BERSERK, "BERSERK", "Berserk" } ,
 { LK_CONCENTRATION, "CONCENTRATION", "Concentration" } ,
 { LK_FURY, "FURY", "LK_FURY" } ,
 { LK_HEADCRUSH, "HEADCRUSH", "Head_Crusher" } ,
 { LK_JOINTBEAT, "JOINTBEAT", "Joint_Beat" } ,
 { LK_PARRYING, "PARRYING", "Parrying" } ,
 { LK_SPIRALPIERCE, "SPIRALPIERCE", "Spiral_Pierce" } ,
 { LK_TENSIONRELAX, "TENSIONRELAX", "Tension_Relax" } ,
 { MC_CARTREVOLUTION, "CARTREVOLUTION", "Cart_Revolution" } ,
 { MC_CHANGECART, "CHANGECART", "Change_Cart" } ,
 { MC_DISCOUNT, "DISCOUNT", "Discount" } ,
 { MC_IDENTIFY, "IDENTIFY", "Item_Appraisal" } ,
 { MC_INCCARRY, "INCCARRY", "Enlarge_Weight_Limit" } ,
 { MC_LOUD, "LOUD", "Lord_Exclamation" } ,
 { MC_MAMMONITE, "MAMMONITE", "Mammonite" } ,
 { MC_OVERCHARGE, "OVERCHARGE", "Overcharge" } ,
 { MC_PUSHCART, "PUSHCART", "Pushcart" } ,
 { MC_VENDING, "VENDING", "Vending" } ,
 { MG_COLDBOLT, "COLDBOLT", "Cold_Bolt" } ,
 { MG_ENERGYCOAT, "ENERGYCOAT", "Energy_Coat" } ,
 { MG_FIREBALL, "FIREBALL", "Fire_Ball" } ,
 { MG_FIREBOLT, "FIREBOLT", "Fire_Bolt" } ,
 { MG_FIREWALL, "FIREWALL", "Fire_Wall" } ,
 { MG_FROSTDIVER, "FROSTDIVER", "Frost_Diver" } ,
 { MG_LIGHTNINGBOLT, "LIGHTNINGBOLT", "Lightening_Bolt" } ,
 { MG_NAPALMBEAT, "NAPALMBEAT", "Napalm_Beat" } ,
 { MG_SAFETYWALL, "SAFETYWALL", "Safety_Wall" } ,
 { MG_SIGHT, "SIGHT", "Sight" } ,
 { MG_SOULSTRIKE, "SOULSTRIKE", "Soul_Strike" } ,
 { MG_SRECOVERY, "SRECOVERY", "Increase_SP_Recovery" } ,
 { MG_STONECURSE, "STONECURSE", "Stone_Curse" } ,
 { MG_THUNDERSTORM, "THUNDERSTORM", "Thunderstorm" } ,
 { MO_ABSORBSPIRITS, "ABSORBSPIRITS", "Absorb_Spirits" } ,
 { MO_BLADESTOP, "BLADESTOP", "Blade_Stop" } ,
 { MO_BODYRELOCATION, "BODYRELOCATION", "Body_Relocation" } ,
 { MO_CALLSPIRITS, "CALLSPIRITS", "Call_Spirits" } ,
 { MO_CHAINCOMBO, "CHAINCOMBO", "Chain_Combo" } ,
 { MO_COMBOFINISH, "COMBOFINISH", "Combo_Finish" } ,
 { MO_DODGE, "DODGE", "Dodge" } ,
 { MO_EXPLOSIONSPIRITS, "EXPLOSIONSPIRITS", "Explosion_Spirits" } ,
 { MO_EXTREMITYFIST, "EXTREMITYFIST", "Extremity_Fist" } ,
 { MO_FINGEROFFENSIVE, "FINGEROFFENSIVE", "Finger_Offensive" } ,
 { MO_INVESTIGATE, "INVESTIGATE", "Investigate" } ,
 { MO_IRONHAND, "IRONHAND", "Iron_Hand" } ,
 { MO_SPIRITSRECOVERY, "SPIRITSRECOVERY", "Spirit_Recovery" } ,
 { MO_STEELBODY, "STEELBODY", "Steel_Body" } ,
 { MO_TRIPLEATTACK, "TRIPLEATTACK", "Triple_Blows" } ,
 { NPC_ATTRICHANGE, "ATTRICHANGE", "NPC_ATTRICHANGE" } ,
 { NPC_BARRIER, "BARRIER", "NPC_BARRIER" } ,
 { NPC_BLINDATTACK, "BLINDATTACK", "NPC_BLINDATTACK" } ,
 { NPC_BLOODDRAIN, "BLOODDRAIN", "NPC_BLOODDRAIN" } ,
 { NPC_CHANGEDARKNESS, "CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
 { NPC_CHANGEFIRE, "CHANGEFIRE", "NPC_CHANGEFIRE" } ,
 { NPC_CHANGEGROUND, "CHANGEGROUND", "NPC_CHANGEGROUND" } ,
 { NPC_CHANGEHOLY, "CHANGEHOLY", "NPC_CHANGEHOLY" } ,
 { NPC_CHANGEPOISON, "CHANGEPOISON", "NPC_CHANGEPOISON" } ,
 { NPC_CHANGETELEKINESIS, "CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
 { NPC_CHANGEWATER, "CHANGEWATER", "NPC_CHANGEWATER" } ,
 { NPC_CHANGEWIND, "CHANGEWIND", "NPC_CHANGEWIND" } ,
 { NPC_COMBOATTACK, "COMBOATTACK", "NPC_COMBOATTACK" } ,
 { NPC_CRITICALSLASH, "CRITICALSLASH", "NPC_CRITICALSLASH" } ,
 { NPC_CURSEATTACK, "CURSEATTACK", "NPC_CURSEATTACK" } ,
 { NPC_DARKBLESSING, "DARKBLESSING", "NPC_DARKBLESSING" } ,
 { NPC_DARKBREATH, "DARKBREATH", "NPC_DARKBREATH" } ,
 { NPC_DARKCROSS, "DARKCROSS", "NPC_DARKCROSS" } ,
 { NPC_DARKNESSATTACK, "DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
 { NPC_DEFENDER, "DEFENDER", "NPC_DEFENDER" } ,
 { NPC_EMOTION, "EMOTION", "NPC_EMOTION" } ,
 { NPC_ENERGYDRAIN, "ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
 { NPC_FIREATTACK, "FIREATTACK", "NPC_FIREATTACK" } ,
 { NPC_GROUNDATTACK, "GROUNDATTACK", "NPC_GROUNDATTACK" } ,
 { NPC_GUIDEDATTACK, "GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
 { NPC_HALLUCINATION, "HALLUCINATION", "NPC_HALLUCINATION" } ,
 { NPC_HOLYATTACK, "HOLYATTACK", "NPC_HOLYATTACK" } ,
 { NPC_KEEPING, "KEEPING", "NPC_KEEPING" } ,
 { NPC_LICK, "LICK", "NPC_LICK" } ,
 { NPC_MAGICALATTACK, "MAGICALATTACK", "NPC_MAGICALATTACK" } ,
 { NPC_MENTALBREAKER, "MENTALBREAKER", "NPC_MENTALBREAKER" } ,
 { NPC_METAMORPHOSIS, "METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
 { NPC_PETRIFYATTACK, "PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
 { NPC_PIERCINGATT, "PIERCINGATT", "NPC_PIERCINGATT" } ,
 { NPC_POISON, "POISON", "NPC_POISON" } ,
 { NPC_POISONATTACK, "POISONATTACK", "NPC_POISONATTACK" } ,
 { NPC_PROVOCATION, "PROVOCATION", "NPC_PROVOCATION" } ,
 { NPC_RANDOMATTACK, "RANDOMATTACK", "NPC_RANDOMATTACK" } ,
 { NPC_RANGEATTACK, "RANGEATTACK", "NPC_RANGEATTACK" } ,
 { NPC_REBIRTH, "REBIRTH", "NPC_REBIRTH" } ,
 { NPC_SELFDESTRUCTION, "SELFDESTRUCTION", "Kabooooom!" } ,
 { NPC_SELFDESTRUCTION2, "SELFDESTRUCTION2", "NPC_SELFDESTRUCTION2" } ,
 { NPC_SILENCEATTACK, "SILENCEATTACK", "NPC_SILENCEATTACK" } ,
 { NPC_SLEEPATTACK, "SLEEPATTACK", "NPC_SLEEPATTACK" } ,
 { NPC_SMOKING, "SMOKING", "NPC_SMOKING" } ,
 { NPC_SPLASHATTACK, "SPLASHATTACK", "NPC_SPLASHATTACK" } ,
 { NPC_STUNATTACK, "STUNATTACK", "NPC_STUNATTACK" } ,
 { NPC_SUICIDE, "SUICIDE", "NPC_SUICIDE" } ,
 { NPC_SUMMONMONSTER, "SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
 { NPC_SUMMONSLAVE, "SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
 { NPC_TELEKINESISATTACK, "TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
 { NPC_TRANSFORMATION, "TRANSFORMATION", "NPC_TRANSFORMATION" } ,
 { NPC_WATERATTACK, "WATERATTACK", "NPC_WATERATTACK" } ,
 { NPC_WINDATTACK, "WINDATTACK", "NPC_WINDATTACK" } ,
 { NV_BASIC, "BASIC", "Basic_Skill" } ,
 { NV_FIRSTAID, "FIRSTAID", "First Aid" } ,
 { NV_TRICKDEAD, "TRICKDEAD", "Play_Dead" } ,
 { PA_GOSPEL, "GOSPEL", "Gospel" } ,
 { PA_PRESSURE, "PRESSURE", "Pressure" } ,
 { PA_SACRIFICE, "SACRIFICE", "Sacrificial_Ritual" } ,
 { PF_FOGWALL, "FOGWALL", "Wall_of_Fog" } ,
 { PF_HPCONVERSION, "HPCONVERSION", "Health_Conversion" } ,
 { PF_MEMORIZE, "MEMORIZE", "Memorize" } ,
 { PF_MINDBREAKER, "MINDBREAKER", "Mind_Breaker" } ,
 { PF_SOULBURN, "SOULBURN", "Soul_Burn" } ,
 { PF_SOULCHANGE, "SOULCHANGE", "Soul_Change" } ,
 { PF_SPIDERWEB, "SPIDERWEB", "Spider_Web" } ,
 { PR_ASPERSIO, "ASPERSIO", "Aspersio" } ,
 { PR_BENEDICTIO, "BENEDICTIO", "B.S_Sacramenti" } ,
 { PR_GLORIA, "GLORIA", "Gloria" } ,
 { PR_IMPOSITIO, "IMPOSITIO", "Impositio_Manus" } ,
 { PR_KYRIE, "KYRIE", "Kyrie_Eleison" } ,
 { PR_LEXAETERNA, "LEXAETERNA", "Lex_Aeterna" } ,
 { PR_LEXDIVINA, "LEXDIVINA", "Lex_Divina" } ,
 { PR_MACEMASTERY, "MACEMASTERY", "Mace_Mastery" } ,
 { PR_MAGNIFICAT, "MAGNIFICAT", "Magnificat" } ,
 { PR_MAGNUS, "MAGNUS", "Magnus_Exorcismus" } ,
 { PR_SANCTUARY, "SANCTUARY", "Santuary" } ,
 { PR_SLOWPOISON, "SLOWPOISON", "Slow_Poison" } ,
 { PR_STRECOVERY, "STRECOVERY", "Status_Recovery" } ,
 { PR_SUFFRAGIUM, "SUFFRAGIUM", "Suffragium" } ,
 { PR_TURNUNDEAD, "TURNUNDEAD", "Turn_Undead" } ,
 { RG_BACKSTAP, "BACKSTAP", "Back_Stab" } ,
 { RG_CLEANER, "CLEANER", "Remover" } ,
 { RG_COMPULSION, "COMPULSION", "Compulsion_Discount" } ,
 { RG_FLAGGRAFFITI, "FLAGGRAFFITI", "Flag_Graffity" } ,
 { RG_GANGSTER, "GANGSTER", "Gangster's_Paradise" } ,
 { RG_GRAFFITI, "GRAFFITI", "Graffiti" } ,
 { RG_INTIMIDATE, "INTIMIDATE", "Intimidate" } ,
 { RG_PLAGIARISM, "PLAGIARISM", "Plagiarism" } ,
 { RG_RAID, "RAID", "Raid" } ,
 { RG_SNATCHER, "SNATCHER", "Snatcher" } ,
 { RG_STEALCOIN, "STEALCOIN", "Steal_Coin" } ,
 { RG_STRIPARMOR, "STRIPARMOR", "Strip_Armor" } ,
 { RG_STRIPHELM, "STRIPHELM", "Strip_Helm" } ,
 { RG_STRIPSHIELD, "STRIPSHIELD", "Strip_Shield" } ,
 { RG_STRIPWEAPON, "STRIPWEAPON", "Strip_Weapon" } ,
 { RG_TUNNELDRIVE, "TUNNELDRIVE", "Tunnel_Drive" } ,
 { SA_ABRACADABRA, "ABRACADABRA", "Hocus-pocus" } ,
 { SA_ADVANCEDBOOK, "ADVANCEDBOOK", "Advanced_Book" } ,
 { SA_AUTOSPELL, "AUTOSPELL", "Auto_Cast" } ,
 { SA_CASTCANCEL, "CASTCANCEL", "Cast_Cancel" } ,
 { SA_CLASSCHANGE, "CLASSCHANGE", "Class_Change" } ,
 { SA_COMA, "COMA", "Coma" } ,
 { SA_DEATH, "DEATH", "Death" } ,
 { SA_DELUGE, "DELUGE", "Deluge" } ,
 { SA_DISPELL, "DISPELL", "Dispel" } ,
 { SA_DRAGONOLOGY, "DRAGONOLOGY", "Dragonology" } ,
 { SA_FLAMELAUNCHER, "FLAMELAUNCHER", "Flame_Launcher" } ,
 { SA_FORTUNE, "FORTUNE", "Fortune" } ,
 { SA_FREECAST, "FREECAST", "Cast_Freedom" } ,
 { SA_FROSTWEAPON, "FROSTWEAPON", "Frost_Weapon" } ,
 { SA_FULLRECOVERY, "FULLRECOVERY", "Full_Recovery" } ,
 { SA_GRAVITY, "GRAVITY", "Gravity" } ,
 { SA_INSTANTDEATH, "INSTANTDEATH", "Instant_Death" } ,
 { SA_LANDPROTECTOR, "LANDPROTECTOR", "Land_Protector" } ,
 { SA_LEVELUP, "LEVELUP", "Level_Up" } ,
 { SA_LIGHTNINGLOADER, "LIGHTNINGLOADER", "Lightning_Loader" } ,
 { SA_MAGICROD, "MAGICROD", "Magic_Rod" } ,
 { SA_MONOCELL, "MONOCELL", "Monocell" } ,
 { SA_QUESTION, "QUESTION", "Question?" } ,
 { SA_REVERSEORCISH, "REVERSEORCISH", "Reverse_Orcish" } ,
 { SA_SEISMICWEAPON, "SEISMICWEAPON", "Seismic_Weapon" } ,
 { SA_SPELLBREAKER, "SPELLBREAKER", "Break_Spell" } ,
 { SA_SUMMONMONSTER, "SUMMONMONSTER", "Summon_Monster" } ,
 { SA_TAMINGMONSTER, "TAMINGMONSTER", "Taming_Monster" } ,
 { SA_VIOLENTGALE, "VIOLENTGALE", "Violent_Gale" } ,
 { SA_VOLCANO, "VOLCANO", "Volcano" } ,
 { SG_DEVIL, "DEVIL", "Devil" } ,
 { SG_FEEL, "FEEL", "Feel" } ,
 { SG_FRIEND, "FRIEND", "Friend" } ,
 { SG_FUSION, "FUSION", "Fusion" } ,
 { SG_HATE, "HATE", "Hate" } ,
 { SG_KNOWLEDGE, "KNOWLEDGE", "Knowledge" } ,
 { SG_MOON_ANGER, "ANGER", "Moon Anger" } ,
 { SG_MOON_BLESS, "BLESS", "Moon Bless" } ,
 { SG_MOON_COMFORT, "COMFORT", "Moon Comfort" } ,
 { SG_MOON_WARM, "WARM", "Moon Warm" } ,
 { SG_STAR_ANGER, "ANGER", "Star Anger" } ,
 { SG_STAR_BLESS, "BLESS", "Star Bless" } ,
 { SG_STAR_COMFORT, "COMFORT", "Star Comfort" } ,
 { SG_STAR_WARM, "WARM", "Star Warm" } ,
 { SG_SUN_ANGER, "ANGER", "Sun Anger" } ,
 { SG_SUN_BLESS, "BLESS", "Sun Bless" } ,
 { SG_SUN_COMFORT, "COMFORT", "Sun Comfort" } ,
 { SG_SUN_WARM, "WARM", "Sun Warm" } ,
 { SL_ALCHEMIST, "ALCHEMIST", "Alchemist" } ,
 { SL_ASSASIN, "ASSASIN", "Assasin" } ,
 { SL_BARDDANCER, "BARDDANCER", "Bard Dancer" } ,
 { SL_BLACKSMITH, "BLACKSMITH", "Black Smith" } ,
 { SL_CRUSADER, "CRUSADER", "Crusader" } ,
 { SL_HUNTER, "HUNTER", "Hunter" } ,
 { SL_KAAHI, "KAAHI", "Kaahi" } ,
 { SL_KAINA, "KAINA", "Kaina" } ,
 { SL_KAITE, "KAITE", "Kaite" } ,
 { SL_KAIZEL, "KAIZEL", "Kaizel" } ,
 { SL_KAUPE, "KAUPE", "Kaupe" } ,
 { SL_KNIGHT, "KNIGHT", "Knight" } ,
 { SL_MONK, "MONK", "Monk" } ,
 { SL_PRIEST, "PRIEST", "Priest" } ,
 { SL_ROGUE, "ROGUE", "Rogue" } ,
 { SL_SAGE, "SAGE", "Sage" } ,
 { SL_SKA, "SKA", "SKA" } ,
 { SL_SKE, "SKE", "SKE" } ,
 { SL_SMA, "SMA", "SMA" } ,
 { SL_SOULLINKER, "SOULLINKER", "Soul Linker" } ,
 { SL_STAR, "STAR", "Star" } ,
 { SL_STIN, "STIN", "Stin" } ,
 { SL_STUN, "STUN", "Stun" } ,
 { SL_SUPERNOVICE, "SUPERNOVICE", "Super Novice" } ,
 { SL_SWOO, "SWOO", "Swoo" } ,
 { SL_WIZARD, "WIZARD", "Wizard" } ,
 { SM_AUTOBERSERK, "AUTOBERSERK", "Auto_Berserk" } ,
 { SM_BASH, "BASH", "Bash" } ,
 { SM_ENDURE, "ENDURE", "Endure" } ,
 { SM_FATALBLOW, "FATALBLOW", "Attack_Weak_Point" } ,
 { SM_MAGNUM, "MAGNUM", "Magnum_Break" } ,
 { SM_MOVINGRECOVERY, "MOVINGRECOVERY", "Moving_HP_Recovery" } ,
 { SM_PROVOKE, "PROVOKE", "Provoke" } ,
 { SM_RECOVERY, "RECOVERY", "Increase_HP_Recovery" } ,
 { SM_SWORD, "SWORD", "Sword_Mastery" } ,
 { SM_TWOHAND, "TWOHAND", "Two-Handed_Sword_Mastery" } ,
 { SN_FALCONASSAULT, "FALCONASSAULT", "Falcon_Assault" } ,
 { SN_SHARPSHOOTING, "SHARPSHOOTING", "Sharpshooting" } ,
 { SN_SIGHT, "SIGHT", "True_Sight" } ,
 { SN_WINDWALK, "WINDWALK", "Wind_Walk" } ,
 { ST_CHASEWALK, "CHASEWALK", "Chase_Walk" } ,
 { ST_REJECTSWORD, "REJECTSWORD", "Reject_Sword" } ,
 { ST_STEALBACKPACK, "STEALBACKPACK", "Steal_Backpack" } ,
 { ST_PRESERVE, "PRESERVE", "Preserve" } ,
 { ST_FULLSTRIP, "FULLSTRIP", "Full_Strip" } ,
 { TF_BACKSLIDING, "BACKSLIDING", "Back_Sliding" } ,
 { TF_DETOXIFY, "DETOXIFY", "Detoxify" } ,
 { TF_DOUBLE, "DOUBLE", "Double_Attack" } ,
 { TF_HIDING, "HIDING", "Hiding" } ,
 { TF_MISS, "MISS", "Improve_Dodge" } ,
 { TF_PICKSTONE, "PICKSTONE", "Take_Stone" } ,
 { TF_POISON, "POISON", "Envenom" } ,
 { TF_SPRINKLESAND, "SPRINKLESAND", "Throw_Sand" } ,
 { TF_STEAL, "STEAL", "Steal" } ,
 { TF_THROWSTONE, "THROWSTONE", "Throw_Stone" } ,
 { TK_COUNTER, "COUNTER", "Counter" } ,
 { TK_DODGE, "DODGE", "Dodge" } ,
 { TK_DOWNKICK, "DOWNKICK", "Down Kick" } ,
 { TK_HIGHJUMP, "HIGHJUMP", "High Jump" } ,
 { TK_HPTIME, "HPTIME", "HP Time" } ,
 { TK_JUMPKICK, "JUMPKICK", "Jump Kick" } ,
 { TK_POWER, "POWER", "Power" } ,
 { TK_READYCOUNTER, "READYCOUNTER", "Ready Counter" } ,
 { TK_READYDOWN, "READYDOWN", "Ready Down" } ,
 { TK_READYSTORM, "READYSTORM", "Ready Storm" } ,
 { TK_READYTURN, "READYTURN", "Ready Turn" } ,
 { TK_RUN, "RUN", "TK_RUN" } ,
 { TK_SEVENWIND, "SEVENWIND", "Seven Wind" } ,
 { TK_SPTIME, "SPTIME", "SP Time" } ,
 { TK_STORMKICK, "STORMKICK", "Storm Kick" } ,
 { TK_TURNKICK, "TURNKICK", "Turn Kick" } ,
 { WE_BABY, "BABY", "Adopt_Baby" } ,
 { WE_CALLBABY, "CALLBABY", "Call_Baby" } ,
 { WE_CALLPARENT, "CALLPARENT", "Call_Parent" } ,
 { WE_CALLPARTNER, "CALLPARTNER", "I Want to See You" } ,
 { WE_FEMALE, "FEMALE", "I Only Look Up to You" } ,
 { WE_MALE, "MALE", "I Will Protect You" } ,
 { WS_CARTBOOST, "CARTBOOST", "Cart_Boost" } ,
 { WS_CREATECOIN, "CREATECOIN", "Create_Coins" } ,
 { WS_CREATENUGGET, "CREATENUGGET", "Create_Nuggets" } ,
 { WS_MELTDOWN, "MELTDOWN", "Meltdown" } ,
 { WS_SYSTEMCREATE, "SYSTEMCREATE", "Create_System_tower" } ,
 { WS_WEAPONREFINE, "WEAPONREFINE", "Weapon_Refine" } ,
 { WZ_EARTHSPIKE, "EARTHSPIKE", "Earth_Spike" } ,
 { WZ_ESTIMATION, "ESTIMATION", "Sense" } ,
 { WZ_FIREIVY, "FIREIVY", "Fire_Ivy" } ,
 { WZ_FIREPILLAR, "FIREPILLAR", "Fire_Pillar" } ,
 { WZ_FROSTNOVA, "FROSTNOVA", "Frost_Nova" } ,
 { WZ_HEAVENDRIVE, "HEAVENDRIVE", "Heaven's_Drive" } ,
 { WZ_ICEWALL, "ICEWALL", "Ice_Wall" } ,
 { WZ_JUPITEL, "JUPITEL", "Jupitel_Thunder" } ,
 { WZ_METEOR, "METEOR", "Meteor_Storm" } ,
 { WZ_QUAGMIRE, "QUAGMIRE", "Quagmire" } ,
 { WZ_SIGHTRASHER, "SIGHTRASHER", "Sightrasher" } ,
 { WZ_STORMGUST, "STORMGUST", "Storm_Gust" } ,
 { WZ_VERMILION, "VERMILION", "Lord_of_Vermilion" } ,
 { WZ_WATERBALL, "WATERBALL", "Water_Ball" } ,
 { 0, 0, 0 } 
};

static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
static const int diry[8]={1,1,0,-1,-1,-1,0,1};

static int rdamage;

/* �X�L���f?�^�x?�X */
struct skill_db skill_db[MAX_SKILL_DB];

/* �A�C�e���쐬�f?�^�x?�X */
struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];

/* ��쐬�X�L���f?�^�x?�X */
struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];

/* �A�u���J�_�u��?���X�L���f?�^�x?�X */
struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];

int	skill_get_hit( int id ){
	if (id >= 10000 && id < 10015) id -= 9500;
	return skill_db[id].hit;
}
int	skill_get_inf( int id ){
	return (id < 500) ? skill_db[id].inf : guild_skill_get_inf(id);
}
int	skill_get_pl( int id ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return skill_db[id].pl;
}
int	skill_get_nk( int id ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return skill_db[id].nk;
}
int skill_get_max( int id ){
	return (id < 500) ? skill_db[id].max : guild_skill_get_max(id);
}
int skill_get_range( int id , int lv ){
	if (lv <= 0) return 0;
	return (id < 500) ? skill_db[id].range[lv-1] : guild_skill_get_range(id);
}
int	skill_get_hp( int id ,int lv ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return (lv <= 0) ? 0: skill_db[id].hp[lv-1];
}
int	skill_get_sp( int id ,int lv ){
	if (id >= 10000 && id < 10015) id-= 9500;
	//if (lv <= 0) return 0;
	//return (id < 500) ? skill_db[id].sp[lv-1] : guild_skill_get_sp(id, lv);
	return (lv <= 0) ? 0: skill_db[id].sp[lv-1];
}
int	skill_get_zeny( int id ,int lv ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return (lv <= 0) ? 0:skill_db[id].zeny[lv-1];
}
int	skill_get_num( int id ,int lv ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return (lv <= 0) ? 0:skill_db[id].num[lv-1];
}
int	skill_get_cast( int id ,int lv ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return (lv <= 0) ? 0:skill_db[id].cast[lv-1];
}
int	skill_get_delay( int id ,int lv ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return (lv <= 0) ? 0:skill_db[id].delay[lv-1];
}
int	skill_get_time( int id ,int lv ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return (lv <= 0) ? 0:skill_db[id].upkeep_time[lv-1];
}
int	skill_get_time2( int id ,int lv ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return (lv <= 0) ? 0:skill_db[id].upkeep_time2[lv-1];
}
int	skill_get_castdef( int id ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return skill_db[id].cast_def_rate;
}
int	skill_get_weapontype( int id ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return skill_db[id].weapon;
}
int	skill_get_inf2( int id ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return skill_db[id].inf2;
}
int	skill_get_castcancel( int id ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return skill_db[id].maxcount;
}
int	skill_get_maxcount( int id ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return skill_db[id].maxcount;
}
int	skill_get_blewcount( int id ,int lv ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return (lv <= 0) ? 0:skill_db[id].blewcount[lv-1];
}
int	skill_get_mhp( int id ,int lv ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return (lv <= 0) ? 0:skill_db[id].mhp[lv-1];
}
int	skill_get_castnodex( int id ,int lv ){
	if (id >= 10000 && id < 10015) id-= 9500;
	return (lv <= 0) ? 0:skill_db[id].castnodex[lv-1];
}
int skill_tree_get_max(int id, int b_class){
	struct pc_base_job s_class = pc_calc_base_job(b_class);
	int i, skillid;
	for(i=0;(skillid=skill_tree[s_class.upper][s_class.job][i].id)>0;i++)
		if (id == skillid) return skill_tree[s_class.upper][s_class.job][i].max;
	return skill_get_max (id);
}

/* �v���g�^�C�v */
//struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag);
int skill_check_condition( struct map_session_data *sd,int type);
int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
int skill_frostjoke_scream(struct block_list *bl,va_list ap);
int skill_status_change_timer_sub(struct block_list *bl, va_list ap );
int skill_attack_area(struct block_list *bl,va_list ap);
int skill_abra_dataset(int skilllv);
int skill_clear_element_field(struct block_list *bl);
int skill_landprotector(struct block_list *bl, va_list ap );
int skill_trap_splash(struct block_list *bl, va_list ap );
int skill_count_target(struct block_list *bl, va_list ap );

// [MouseJstr] - skill ok to cast? and when?
int skillnotok(int skillid, struct map_session_data *sd) {
     if (sd == 0)
           return 0;
     if (pc_isGM(sd) >= 20)
           return 0;  // gm's can do anything damn thing they want

	// Check skill restrictions [Celest]
	if(!map[sd->bl.m].flag.pvp && !map[sd->bl.m].flag.gvg && skill_db[skillid].nocast & 1)
		return 1;
	if(map[sd->bl.m].flag.pvp && skill_db[skillid].nocast & 2)
		return 1;
	if(map[sd->bl.m].flag.gvg && skill_db[skillid].nocast & 4)
		return 1;
	if (agit_flag && skill_db[skillid].nocast & 8)
		return 1;
	if (battle_config.pk_mode && !map[sd->bl.m].flag.nopvp && skill_db[skillid].nocast & 16)
		return 1;

     switch (skillid) {
       case AL_WARP:
       case AL_TELEPORT:
       case MC_VENDING:
       case MC_IDENTIFY:
             return 0; // always allowed
       default:
           return(map[sd->bl.m].flag.noskill);
     }
}


static int distance(int x0,int y0,int x1,int y1)
{
	int dx,dy;

	dx=abs(x0-x1);
	dy=abs(y0-y1);
	return dx>dy ? dx : dy;
}

/* �X�L�����j�b�gID��Ԃ��i������f?�^�x?�X�ɓ��ꂽ���ȁj */
int skill_get_unit_id(int id,int flag)
{

	switch(id){
	case MG_SAFETYWALL:		return 0x7e;				/* �Z�C�t�e�B�E�H?�� */
	case MG_FIREWALL:		return 0x7f;				/* �t�@�C�A?�E�H?�� */
	case AL_WARP:			return (flag==0)?0x81:0x80;	/* ��?�v�|?�^�� */
	case PR_BENEDICTIO:		return 0x82;				/* ��?�~�� */
	case PR_SANCTUARY:		return 0x83;				/* �T���N�`���A�� */
	case PR_MAGNUS:			return 0x84;				/* �}�O�k�X�G�N�\�V�Y�� */
	case AL_PNEUMA:			return 0x85;				/* �j��?�} */
	case MG_THUNDERSTORM:	return 0x86;		/* �T���_?�X�g?�� */
	case WZ_HEAVENDRIVE:	return 0x86;		/* �w�����Y�h���C�u */
	case WZ_SIGHTRASHER:	return 0x86;				/* �T�C�g���b�V��? */
	case WZ_METEOR:			return 0x86;				/* ���e�I�X�g?�� */
	case WZ_VERMILION:		return 0x86;				/* ��?�h�I�u���@?�~���I�� */
	case WZ_FROSTNOVA:		return 0x86;			/* �t���X�g�m���@ */
	case WZ_STORMGUST:		return 0x86;				/* �X�g?���K�X�g(�Ƃ肠����LoV�Ɠ�����?��) */
	case CR_GRANDCROSS:		return 0x86;				/* �O�����h�N���X */
	case WZ_FIREPILLAR:		return (flag==0)?0x87:0x88;	/* �t�@�C�A?�s��? */
	case HT_TALKIEBOX:		return 0x99;	/* �g?�L?�{�b�N�X */
	case WZ_ICEWALL:		return 0x8d;				/* �A�C�X�E�H?�� */
	case WZ_QUAGMIRE:		return 0x8e;				/* �N�@�O�}�C�A */
	case HT_BLASTMINE:		return 0x8f;				/* �u���X�g�}�C�� */
	case HT_SKIDTRAP:		return 0x90;				/* �X�L�b�h�g���b�v */
	case HT_ANKLESNARE:		return 0x91;				/* �A���N���X�l�A */
	case AS_VENOMDUST:		return 0x92;				/* �x�m���_�X�g */
	case HT_LANDMINE:		return 0x93;				/* �����h�}�C�� */
	case HT_SHOCKWAVE:		return 0x94;				/* �V���b�N�E�F?�u�g���b�v */
	case HT_SANDMAN:		return 0x95;				/* �T���h�}�� */
	case HT_FLASHER:		return 0x96;				/* �t���b�V��? */
	case HT_FREEZINGTRAP:	return 0x97;				/* �t��?�W���O�g���b�v */
	case HT_CLAYMORETRAP:	return 0x98;				/* �N���C���A?�g���b�v */
	case SA_VOLCANO:		return 0x9a;					/* �{���P?�m */
	case SA_DELUGE:			return 0x9b;				/* �f����?�W */
	case SA_VIOLENTGALE:	return 0x9c;					/* �o�C�I�����g�Q�C�� */
	case SA_LANDPROTECTOR:	return 0x9d;					/* �����h�v���e�N�^? */
	case BD_LULLABY:		return 0x9e;				/* �q��� */
	case BD_RICHMANKIM:		return 0x9f;				/* �j�����h�̉� */
	case BD_ETERNALCHAOS:	return 0xa0;				/* �i���̍��� */
	case BD_DRUMBATTLEFIELD:return 0xa1;					/* ?���ۂ̋��� */
	case BD_RINGNIBELUNGEN:	return 0xa2;				/* �j?�x�����O�̎w�� */
	case BD_ROKISWEIL:		return 0xa3;				/* ���L�̋��� */
	case BD_INTOABYSS:		return 0xa4;				/* �[���̒��� */
	case BD_SIEGFRIED:		return 0xa5;				/* �s���g�̃W?�N�t��?�h */
	case BA_DISSONANCE:		return 0xa6;				/* �s���a�� */
	case BA_WHISTLE:		return 0xa7;				/* ���J */
	case BA_ASSASSINCROSS:	return 0xa8;				/* �[�z�̃A�T�V���N���X */
	case BA_POEMBRAGI:		return 0xa9;				/* �u���M�̎� */
	case BA_APPLEIDUN:		return 0xaa;				/* �C�h�D���̗ь� */
	case DC_UGLYDANCE:		return 0xab;				/* ��������ȃ_���X */
	case DC_HUMMING:		return 0xac;				/* �n�~���O */
	case DC_DONTFORGETME:	return 0xad;				/* ����Y��Ȃ��Łc */
	case DC_FORTUNEKISS:	return 0xae;				/* �K�^�̃L�X */
	case DC_SERVICEFORYOU:	return 0xaf;				/* �T?�r�X�t�H?��? */
	case RG_GRAFFITI:		return 0xb0;				/* �O���t�B�e�B */
	case AM_DEMONSTRATION:	return 0xb1;				/* �f�����X�g��?�V���� */
	case WE_CALLPARTNER:	return 0xb2;				/* ���Ȃ��Ɉ������� */
	case PA_GOSPEL:			return 0xb3;				/* �S�X�y�� */
	case HP_BASILICA:		return 0xb4;				/* �o�W���J */
	case CG_MOONLIT:		return 0xb5;
	case PF_FOGWALL:		return 0xb6;				/* �t�H�O�E�H?�� */
	case PF_SPIDERWEB:		return 0xb7;				/* �X�p�C�_?�E�F�b�u */
	// temporary unit ID's [Celest]
	case GD_LEADERSHIP:		return 0xc1;
	case GD_GLORYWOUNDS:	return 0xc2;
	case GD_SOULCOLD:		return 0xc3;
	case GD_HAWKEYES:		return 0xc4;
	}
	return 0;
	/*
	0x89,0x8a,0x8b �\������
	0x9a ��?���̉r���݂����ȃG�t�F�N�g
	0x9b ��?���̉r���݂����ȃG�t�F�N�g
	0x9c ��?���̉r���݂����ȃG�t�F�N�g
	0x9d ���������ȃG�t�F�N�g
	0xb1 Alchemist Demonstration
	0xb2 = Pink Warp Portal
	0xb3 = Gospel For Paladin
	0xb4 = Basilica
	0xb5 = Empty
	0xb6 = Fog Wall for Professor
	0xb7 = Spider Web for Professor
	0xb8 = Empty
	0xb9 =
	*/
}

/*==========================================
 * �X�L���lj�?��
 *------------------------------------------
 */
int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick)
{
	/* MOB�lj�?�ʃX�L���p */
	const int sc[]={
		SC_POISON, SC_BLIND, SC_SILENCE, SC_STAN,
		SC_STONE, SC_CURSE, SC_SLEEP
	};
	const int sc2[]={
		MG_STONECURSE,MG_FROSTDIVER,NPC_STUNATTACK,
		NPC_SLEEPATTACK,TF_POISON,NPC_CURSEATTACK,
		NPC_SILENCEATTACK,0,NPC_BLINDATTACK
	};

	struct map_session_data *sd=NULL;
	struct map_session_data *dstsd=NULL;
	struct mob_data *md=NULL;
	struct mob_data *dstmd=NULL;
	struct pet_data *pd=NULL;

	int skill,skill2;
	int rate,luk;

	int sc_def_mdef,sc_def_vit,sc_def_int,sc_def_luk;
	int sc_def_mdef2,sc_def_vit2,sc_def_int2,sc_def_luk2;

	nullpo_retr(0, src);
	nullpo_retr(0, bl);

	//if(skilllv <= 0) return 0;
	if(skillid > 0 && skilllv <= 0) return 0;	// don't forget auto attacks! - celest

	if(src->type==BL_PC){
		nullpo_retr(0, sd=(struct map_session_data *)src);
	}else if(src->type==BL_MOB){
		nullpo_retr(0, md=(struct mob_data *)src); //���g�p�H
	}else if(src->type==BL_PET){
		nullpo_retr(0, pd=(struct pet_data *)src); // [Valaris]
	}

	//?�ۂ̑ϐ�
	luk = battle_get_luk(bl);
	sc_def_mdef=100 - (3 + battle_get_mdef(bl) + luk/3);
	sc_def_vit=100 - (3 + battle_get_vit(bl) + luk/3);
	sc_def_int=100 - (3 + battle_get_int(bl) + luk/3);
	sc_def_luk=100 - (3 + luk);
	//�����̑ϐ�
	luk = battle_get_luk(src);
	sc_def_mdef2=100 - (3 + battle_get_mdef(src) + luk/3);
	sc_def_vit2=100 - (3 + battle_get_vit(src) + luk/3);
	sc_def_int2=100 - (3 + battle_get_int(src) + luk/3);
	sc_def_luk2=100 - (3 + luk);
	if(bl->type==BL_PC)
		dstsd=(struct map_session_data *)bl;
	else if(bl->type==BL_MOB){
		dstmd=(struct mob_data *)bl; //���g�p�H
		if(sc_def_mdef<50)
			sc_def_mdef=50;
		if(sc_def_vit<50)
			sc_def_vit=50;
		if(sc_def_int<50)
			sc_def_int=50;
		if(sc_def_luk<50)
			sc_def_luk=50;
	}
	if(sc_def_mdef<0)
		sc_def_mdef=0;
	if(sc_def_vit<0)
		sc_def_vit=0;
	if(sc_def_int<0)
		sc_def_int=0;

	switch(skillid){
	case 0:					/* �ʏ�U? */
		/* ������ */
		if( sd && pc_isfalcon(sd) && sd->status.weapon == 11 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
			rand()%1000 <= sd->paramc[5]*10/3+1 ) {
			int lv=(sd->status.job_level+9)/10;
			skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
		}
		// �X�i�b�`��?
		if(sd && sd->status.weapon != 11 && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0)
			if((skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) {
				if(pc_steal_item(sd,bl))
					clif_skill_nodamage(src,bl,TF_STEAL,skill2,1);
				else if (battle_config.display_snatcher_skill_fail)
					clif_skill_fail(sd,skillid,0,0); // it's annoying! =p [Celest]
			}
		// �G���`�����g�f�b�g��?�|�C�Y��(�ғ�?��)
		if (sd && sd->sc_data[SC_EDP].timer != -1 && rand() % 10000 < sd->sc_data[SC_EDP].val2 * sc_def_vit) {
			int mhp = battle_get_max_hp(bl);
			int hp = battle_get_hp(bl);
			int lvl = sd->sc_data[SC_EDP].val1;
			int diff;
			// MHP��1/4�ȉ��ɂ͂Ȃ�Ȃ�
			if(hp > mhp>>2) {
				if(bl->type == BL_PC) {
					diff = mhp*10/100;
					if (hp - diff < mhp>>2)
						diff = hp - (mhp>>2);
					pc_heal((struct map_session_data *)bl, -hp, 0);
				} else if(bl->type == BL_MOB) {
					struct mob_data *md = (struct mob_data *)bl;
					hp -= mhp*15/100;
					if (hp > mhp>>2)
						md->hp = hp;
					else
						md->hp = mhp>>2;
				}
			}
			skill_status_change_start(bl,SC_DPOISON,lvl,0,0,0,skill_get_time2(ASC_EDP,lvl),0);
		}
		break;

	case SM_BASH:			/* �o�b�V���i�}���U?�j */
		if( sd && (skill=pc_checkskill(sd,SM_FATALBLOW))>0 ){
			if( rand()%100 < 6*(skilllv-5)*sc_def_vit/100 )
				skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0);
		}
		break;

	case TF_POISON:			/* �C���x�i�� */
	case AS_SPLASHER:		/* �x�i���X�v���b�V��? */
		if(rand()%100< (2*skilllv+10)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_POISON,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		else{
			if(sd && skillid==TF_POISON)
				clif_skill_fail(sd,skillid,0,0);
		}
		break;

	case AS_SONICBLOW:		/* �\�j�b�N�u��? */
		if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case HT_FREEZINGTRAP:	/* �t��?�W���O�g���b�v */
		rate=skilllv*3+35;
		if(rand()%100 < rate*sc_def_mdef/100)
			skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case MG_FROSTDIVER:		/* �t���X�g�_�C�o? */
	case WZ_FROSTNOVA:		/* �t���X�g�m���@ */
		rate=(skilllv*3+35)*sc_def_mdef/100-(battle_get_int(bl)+battle_get_luk(bl))/15;
		rate=rate<=5?5:rate;
		if(rand()%100 < rate)
			skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		else if(sd && skillid==MG_FROSTDIVER)
			clif_skill_fail(sd,skillid,0,0);
		break;

	case WZ_STORMGUST:		/* �X�g?���K�X�g */
		{
			struct status_change *sc_data = battle_get_sc_data(bl);
			if(sc_data) {
				sc_data[SC_FREEZE].val3++;
				if(sc_data[SC_FREEZE].val3 >= 3 && rand()%100 < skilllv*sc_def_mdef/100)
					skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
			}
		}
		break;

	case HT_LANDMINE:		/* �����h�}�C�� */
		if( rand()%100 < (5*skilllv+30)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case HT_SHOCKWAVE:				/* �V���b�N�E�F?�u�g���b�v */
		if(map[bl->m].flag.pvp && dstsd){
			dstsd->status.sp -= dstsd->status.sp*(5+15*skilllv)/100;
			pc_calcstatus(dstsd,0);
		}
		break;
	case HT_SANDMAN:		/* �T���h�}�� */
		if( rand()%100 < (5*skilllv+30)*sc_def_int/100 )
			skill_status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case TF_SPRINKLESAND:	/* ���܂� */
		if( rand()%100 < 20*sc_def_int/100 )
			skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case TF_THROWSTONE:		/* ���� */
		if( rand()%100 < 7*sc_def_vit/100 )
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case CR_HOLYCROSS:		/* �z?��?�N���X */
		if( rand()%100 < 3*skilllv*sc_def_int/100 )
			skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case CR_GRANDCROSS:		/* �O�����h�N���X */
		{
			int race = battle_get_race(bl);
			if( (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6) && rand()%100 < 100000*sc_def_int/100)	//?���t?�������S�ϐ��ɂ͖�?
				skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		}
		break;

	case CR_SHIELDCHARGE:		/* �V?���h�`��?�W */
		if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case RG_RAID:		/* �T�v���C�Y�A�^�b�N */
		if( rand()%100 < (10+3*skilllv)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		if( rand()%100 < (10+3*skilllv)*sc_def_int/100 )
			skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case BA_FROSTJOKE:
		if(rand()%100 < (15+5*skilllv)*sc_def_mdef/100)
			skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case DC_SCREAM:
		if( rand()%100 < (25+5*skilllv)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case BD_LULLABY:	/* �q��S */
		if( rand()%100 < 15*sc_def_int/100 )
			skill_status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	/* MOB�̒lj�?�ʕt���X�L�� */

	case NPC_PETRIFYATTACK:
		if(rand()%100 < sc_def_mdef)
			skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case NPC_POISON:
	case NPC_SILENCEATTACK:
	case NPC_STUNATTACK:
		if(rand()%100 < sc_def_vit && src->type!=BL_PET)
			skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		if(src->type==BL_PET)
			skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skilllv*1000,0);
		break;
	case NPC_CURSEATTACK:
		if(rand()%100 < sc_def_luk)
			skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case NPC_SLEEPATTACK:
	case NPC_BLINDATTACK:
		if(rand()%100 < sc_def_int)
			skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case NPC_MENTALBREAKER:
		if(dstsd) {
			int sp = dstsd->status.max_sp*(10+skilllv)/100;
			if(sp < 1) sp = 1;
			pc_heal(dstsd,0,-sp);
		}
		break;

// -- moonsoul (adding status effect chance given to wizard aoe skills meteor and vermillion)
//
	case WZ_METEOR:
		if(rand()%100 < sc_def_vit)
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);		
		break;
	case WZ_VERMILION:
		if(rand()%100 < sc_def_int)
			skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);		
		break;

// -- moonsoul (stun ability of new champion skill tigerfist)
//
	case CH_TIGERFIST:
		if( rand()%100 < (10 + skilllv*10)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case LK_SPIRALPIERCE:
		if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case ST_REJECTSWORD:	/* �t��?�W���O�g���b�v */
		if( rand()%100 < (skilllv*15) )
			skill_status_change_start(bl,SC_AUTOCOUNTER,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case PF_FOGWALL:		/* �z?��?�N���X */
		if(src!=bl && rand()%100 < 3*skilllv*sc_def_int/100 )
			skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case LK_HEADCRUSH:				/* �w�b�h�N���b�V�� */
		{//?�����ǂ�������Ȃ��̂œK?��
			int race=battle_get_race(bl);
			if( !(battle_check_undead(race,battle_get_elem_type(bl)) || race == 6) && rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
				skill_status_change_start(bl,SC_HEADCRUSH,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		}
			break;
	case LK_JOINTBEAT:				/* �W���C���g�r?�g */
		//?�����ǂ�������Ȃ��̂œK?��
		if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
			skill_status_change_start(bl,SC_JOINTBEAT,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case PF_SPIDERWEB:		/* �X�p�C�_?�E�F�b�u */
		{
			if(bl->type == BL_MOB)
			{
				int sec=skill_get_time2(skillid,skilllv);
				if(map[src->m].flag.pvp) //PvP�ł͍S�����Ԕ����H
					sec = sec/2;
				battle_stopwalking(bl,1);
				skill_status_change_start(bl,SC_SPIDERWEB,skilllv,0,0,0,sec,0);
			}
		}
		break;
	case ASC_METEORASSAULT:			/* ���e�I�A�T���g */
		if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) //?�Ԉُ�͏ڍׂ�������Ȃ��̂œK?��
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		if( rand()%100 < (10+3*skilllv)*sc_def_int/100 )
			skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	case MO_EXTREMITYFIST:			/* ���C���e���� */
		//���C�����g����5���Ԏ��R�񕜂��Ȃ��悤�ɂȂ�
		skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 );
		break;
	case HW_NAPALMVULCAN:			/* �i�p?���o���J�� */
		// skilllv*5%�̊m���Ŏ�
		if (rand()%10000 < 5*skilllv*sc_def_luk)
			skill_status_change_start(bl,SC_CURSE,7,0,0,0,skill_get_time2(NPC_CURSEATTACK,7),0);
		break;
	}

	if(sd && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){	/* �J?�h�ɂ��lj�?�� */
		int i;
		int sc_def_card=100;

		for(i=SC_STONE;i<=SC_BLIND;i++){
			//?�ۂ�?�Ԉُ�
			if(i==SC_STONE || i==SC_FREEZE)
				sc_def_card=sc_def_mdef;
			else if(i==SC_STAN || i==SC_POISON || i==SC_SILENCE)
				sc_def_card=sc_def_vit;
			else if(i==SC_SLEEP || i==SC_CONFUSION || i==SC_BLIND)
				sc_def_card=sc_def_int;
			else if(i==SC_CURSE)
				sc_def_card=sc_def_luk;

			if(!sd->state.arrow_atk) {
				if(rand()%10000 < (sd->addeff[i-SC_STONE])*sc_def_card/100 ){
					if(battle_config.battle_log)
						printf("PC %d skill_addeff: card�ɂ��ُ�?�� %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]);
					skill_status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
				}
			}
			else {
				if(rand()%10000 < (sd->addeff[i-SC_STONE]+sd->arrow_addeff[i-SC_STONE])*sc_def_card/100 ){
					if(battle_config.battle_log)
						printf("PC %d skill_addeff: card�ɂ��ُ�?�� %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]);
					skill_status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
				}
			}
			//������?�Ԉُ�
			if(i==SC_STONE || i==SC_FREEZE)
				sc_def_card=sc_def_mdef2;
			else if(i==SC_STAN || i==SC_POISON || i==SC_SILENCE)
				sc_def_card=sc_def_vit2;
			else if(i==SC_SLEEP || i==SC_CONFUSION || i==SC_BLIND)
				sc_def_card=sc_def_int2;
			else if(i==SC_CURSE)
				sc_def_card=sc_def_luk2;

			if(!sd->state.arrow_atk) {
				if(rand()%10000 < (sd->addeff2[i-SC_STONE])*sc_def_card/100 ){
					if(battle_config.battle_log)
						printf("PC %d skill_addeff: card�ɂ��ُ�?�� %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
					skill_status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
				}
			}
			else {
				if(rand()%10000 < (sd->addeff2[i-SC_STONE]+sd->arrow_addeff2[i-SC_STONE])*sc_def_card/100 ){
					if(battle_config.battle_log)
						printf("PC %d skill_addeff: card�ɂ��ُ�?�� %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]);
					skill_status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0);
				}
			}
		}
	}
	return 0;
}

/*=========================================================================
 �X�L���U?������΂�?��
-------------------------------------------------------------------------*/
int skill_blown( struct block_list *src, struct block_list *target,int count)
{
	int dx=0,dy=0,nx,ny;
	int x=target->x,y=target->y;
	int ret,prev_state=MS_IDLE;
	int moveblock;
	struct map_session_data *sd=NULL;
	struct mob_data *md=NULL;
	struct pet_data *pd=NULL;
	struct skill_unit *su=NULL;

	nullpo_retr(0, src);
	nullpo_retr(0, target);

	if(target->type==BL_PC){
		nullpo_retr(0, sd=(struct map_session_data *)target);
	}else if(target->type==BL_MOB){
		nullpo_retr(0, md=(struct mob_data *)target);
	}else if(target->type==BL_PET){
		nullpo_retr(0, pd=(struct pet_data *)target);
	}else if(target->type==BL_SKILL){
		nullpo_retr(0, su=(struct skill_unit *)target);
	}else return 0;

	if(!(count&0x10000 && (sd||md||pd||su))){	/* �w��Ȃ��Ȃ�ʒu?�W������������߂� */
		dx=target->x-src->x; dx=(dx>0)?1:((dx<0)?-1: 0);
		dy=target->y-src->y; dy=(dy>0)?1:((dy<0)?-1: 0);
	}
	if(dx==0 && dy==0){
		int dir=battle_get_dir(target);
		if(dir>=0 && dir<8){
			dx=-dirx[dir];
			dy=-diry[dir];
		}
	}

	ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
	nx=ret>>16;
	ny=ret&0xffff;
	moveblock=( x/BLOCK_SIZE != nx/BLOCK_SIZE || y/BLOCK_SIZE != ny/BLOCK_SIZE);

	if(count&0x20000) {
		battle_stopwalking(target,1);
		if(sd){
			sd->to_x=nx;
			sd->to_y=ny;
			sd->walktimer = 1;
			clif_walkok(sd);
			clif_movechar(sd);
		}
		else if(md) {
			md->to_x=nx;
			md->to_y=ny;
			prev_state = md->state.state;
			md->state.state = MS_WALK;
			clif_fixmobpos(md);
		}
		else if(pd) {
			pd->to_x=nx;
			pd->to_y=ny;
			prev_state = pd->state.state;
			pd->state.state = MS_WALK;
			clif_fixpetpos(pd);
		}
	}
	else
		battle_stopwalking(target,2);

	dx = nx - x;
	dy = ny - y;

	if(sd)	/* ?�ʊO�ɏo���̂ŏ��� */
		map_foreachinmovearea(clif_pcoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,0,sd);
	else if(md)
		map_foreachinmovearea(clif_moboutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md);
	else if(pd)
		map_foreachinmovearea(clif_petoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,pd);

	if(su){
		skill_unit_move_unit_group(su->group,target->m,dx,dy);
	}else{
//		struct status_change *sc_data=battle_get_sc_data(target);
	if(moveblock) map_delblock(target);
	target->x=nx;
	target->y=ny;
	if(moveblock) map_addblock(target);
/*�_���X���ɃG�t�F�N�g�͈ړ����Ȃ��炵��
		if(sc_data && sc_data[SC_DANCING].timer!=-1){ //?�ۂ��_���X���Ȃ̂ŃG�t�F�N�g���ړ�
			struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[SC_DANCING].val2;
			if(sg)
				skill_unit_move_unit_group(sg,target->m,dx,dy);
		}
*/
	}

	if(sd) {	/* ?��?�ɓ����Ă����̂ŕ\�� */
		map_foreachinmovearea(clif_pcinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,0,sd);
		if(count&0x20000)
			sd->walktimer = -1;
	}
	else if(md) {
		map_foreachinmovearea(clif_mobinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,md);
		if(count&0x20000)
			md->state.state = prev_state;
	}
	else if(pd) {
		map_foreachinmovearea(clif_petinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,pd);
		if(count&0x20000)
			pd->state.state = prev_state;
	}

	skill_unit_move(target,gettick(),(count&0xffff)+7);	/* �X�L�����j�b�g�̔��� */

	return 0;
}


/*
 * =========================================================================
 * �X�L���U??��?���܂Ƃ�
 * flag��?���B16�i?
 *	00XRTTff
 *  ff	= magic�Ōv�Z�ɓn�����j
 *	TT	= �p�P�b�g��type����(0�Ńf�t�H���g�j
 *  X   = �p�P�b�g�̃X�L��Lv
 *  R	= �\��iskill_area_sub�Ŏg�p����j
 *-------------------------------------------------------------------------
 */

int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,
	 struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
{
	struct Damage dmg;
	struct status_change *sc_data;
	int type,lv,damage;

	if(skilllv <= 0) return 0;

	rdamage = 0;
	nullpo_retr(0, src);
	nullpo_retr(0, dsrc);
	nullpo_retr(0, bl);

	sc_data = battle_get_sc_data(bl);

//�������Ȃ����肱������
	if(dsrc->m != bl->m) //?�ۂ������}�b�v�ɂ��Ȃ���Ή������Ȃ�
		return 0;
	if(src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL) //prev�悭�킩��Ȃ���
		return 0;
	if(src->type == BL_PC && pc_isdead((struct map_session_data *)src)) //�p�ҁH��PC�ł��łɎ���ł����牽�����Ȃ�
		return 0;
	if(dsrc->type == BL_PC && pc_isdead((struct map_session_data *)dsrc)) //�p�ҁH��PC�ł��łɎ���ł����牽�����Ȃ�
		return 0;
	if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl)) //?�ۂ�PC�ł��łɎ���ł����牽�����Ȃ�
		return 0;
	if(bl->type == BL_PC && skillnotok(skillid, (struct map_session_data *)  bl)) 
	        return 0; // [MouseJstr]
	if(sc_data && sc_data[SC_HIDING].timer != -1) { //�n�C�f�B���O?�Ԃ�
		if(skill_get_pl(skillid) != 2) //�X�L����?�����n?���łȂ���Ή������Ȃ�
			return 0;
	}
	if(sc_data && sc_data[SC_TRICKDEAD].timer != -1) //���񂾂ӂ蒆�͉������Ȃ�
		return 0;
	if(skillid == WZ_STORMGUST) { //�g�p�X�L�����X�g?���K�X�g��
		if(sc_data && sc_data[SC_FREEZE].timer != -1) //����?�ԂȂ牽�����Ȃ�
			return 0;
	}
	if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //�g�p�X�L�����t���X�g�m���@�ŁAdsrc��bl�������ꏊ�Ȃ牽�����Ȃ�
		return 0;
	if(src->type == BL_PC && ((struct map_session_data *)src)->chatID) //�p�҂�PC�Ń`���b�g���Ȃ牽�����Ȃ�
		return 0;
	if(dsrc->type == BL_PC && ((struct map_session_data *)dsrc)->chatID) //�p�҂�PC�Ń`���b�g���Ȃ牽�����Ȃ�
		return 0;
	if(src->type == BL_PC && bl && mob_gvmobcheck(((struct map_session_data *)src),bl)==0)
		return 0;

//�������Ȃ����肱���܂�

	type=-1;
	lv=(flag>>20)&0xf;
	dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); //�_��?�W�v�Z

//�}�W�b�N���b�h?����������
	if(attack_type&BF_MAGIC && sc_data && sc_data[SC_MAGICROD].timer != -1 && src == dsrc) { //���@�U?�Ń}�W�b�N���b�h?�Ԃ�src=dsrc�Ȃ�
		dmg.damage = dmg.damage2 = 0; //�_��?�W0
		if(bl->type == BL_PC) { //?�ۂ�PC�̏ꍇ
			int sp = skill_get_sp(skillid,skilllv); //�g�p���ꂽ�X�L����SP���z?
			sp = sp * sc_data[SC_MAGICROD].val2 / 100; //�z?���v�Z
			if(skillid == WZ_WATERBALL && skilllv > 1) //�E�H?�^?�{?��Lv1�ȏ�
				sp = sp/((skilllv|1)*(skilllv|1)); //����Ɍv�Z�H
			if(sp > 0x7fff) sp = 0x7fff; //SP�������̏ꍇ�͗��_�ő�l
			else if(sp < 1) sp = 1; //1�ȉ��̏ꍇ��1
			if(((struct map_session_data *)bl)->status.sp + sp > ((struct map_session_data *)bl)->status.max_sp) { //��SP+���݂�SP��MSP���傫���ꍇ
				sp = ((struct map_session_data *)bl)->status.max_sp - ((struct map_session_data *)bl)->status.sp; //SP��MSP-����SP�ɂ���
				((struct map_session_data *)bl)->status.sp = ((struct map_session_data *)bl)->status.max_sp; //���݂�SP��MSP����
			}
			else //��SP+���݂�SP��MSP��菬�����ꍇ�͉�SP�����Z
				((struct map_session_data *)bl)->status.sp += sp;
			clif_heal(((struct map_session_data *)bl)->fd,SP_SP,sp); //SP�񕜃G�t�F�N�g�̕\��
			((struct map_session_data *)bl)->canact_tick = tick + skill_delayfix(bl, skill_get_delay(SA_MAGICROD,sc_data[SC_MAGICROD].val1)); //
		}
		clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1); //�}�W�b�N���b�h�G�t�F�N�g��\��
	}
//�}�W�b�N���b�h?�������܂�

	if(src->type==BL_PET) { // [Valaris]
		dmg.damage=battle_attr_fix(skilllv, skill_get_pl(skillid), battle_get_element(bl) );
		dmg.damage2=0;
	}

	damage = dmg.damage + dmg.damage2;

	if(lv==15)
		lv=-1;

	if( flag&0xff00 )
		type=(flag&0xff00)>>8;

	if(damage <= 0 || damage < dmg.div_) //������΂�����H��
		dmg.blewcount = 0;

	if(skillid == CR_GRANDCROSS) {//�O�����h�N���X
		if(battle_config.gx_disptype) dsrc = src;	// �G�_��?�W�������\��
		if( src == bl) type = 4;	// �����̓_��?�W��?�V�����Ȃ�
	}

//�g�p�҂�PC�̏ꍇ��?����������
	if(src->type == BL_PC) {
		struct map_session_data *sd = (struct map_session_data *)src;
		nullpo_retr(0, sd);
//�A�ŏ�(MO_CHAINCOMBO)��������
		if(skillid == MO_CHAINCOMBO) {
			int delay = 1000 - 4 * battle_get_agi(src) - 2 *  battle_get_dex(src); //��{�f�B���C�̌v�Z
			if(damage < battle_get_hp(bl)) { //�_��?�W��?�ۂ�HP��菬�����ꍇ
				if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) //�җ���(MO_COMBOFINISH)�擾��?���ێ�����+300ms
					delay += 300 * battle_config.combo_delay_rate /100; //�lj��f�B���C��conf�ɂ�蒲��

					skill_status_change_start(src,SC_COMBO,MO_CHAINCOMBO,skilllv,0,0,delay,0); //�R���{?�Ԃ�
			}
			sd->attackabletime = sd->canmove_tick = tick + delay;
			clif_combo_delay(src,delay); //�R���{�f�B���C�p�P�b�g�̑��M
		}
//�A�ŏ�(MO_CHAINCOMBO)�����܂�
//�җ���(MO_COMBOFINISH)��������
		else if(skillid == MO_COMBOFINISH) {
			int delay = 700 - 4 * battle_get_agi(src) - 2 *  battle_get_dex(src);
			if(damage < battle_get_hp(bl)) {
				//���C���e����(MO_EXTREMITYFIST)�擾��?��4�•ێ��������g��(MO_EXPLOSIONSPIRITS)?�Ԏ���+300ms
				//���Ռ�(CH_TIGERFIST)�擾����+300ms
				if((pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) ||
				(pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
				(pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1))
					delay += 300 * battle_config.combo_delay_rate /100; //�lj��f�B���C��conf�ɂ�蒲��

				skill_status_change_start(src,SC_COMBO,MO_COMBOFINISH,skilllv,0,0,delay,0); //�R���{?�Ԃ�
			}
			sd->attackabletime = sd->canmove_tick = tick + delay;
			clif_combo_delay(src,delay); //�R���{�f�B���C�p�P�b�g�̑��M
		}
//�җ���(MO_COMBOFINISH)�����܂�
//���Ռ�(CH_TIGERFIST)��������
		else if(skillid == CH_TIGERFIST) {
			int delay = 1000 - 4 * battle_get_agi(src) - 2 *  battle_get_dex(src);
			if(damage < battle_get_hp(bl)) {
				if(pc_checkskill(sd, CH_CHAINCRUSH) > 0) //�A����?(CH_CHAINCRUSH)�擾����+300ms
					delay += 300 * battle_config.combo_delay_rate /100; //�lj��f�B���C��conf�ɂ�蒲��

				skill_status_change_start(src,SC_COMBO,CH_TIGERFIST,skilllv,0,0,delay,0); //�R���{?�Ԃ�
			}
			sd->attackabletime = sd->canmove_tick = tick + delay;
			clif_combo_delay(src,delay); //�R���{�f�B���C�p�P�b�g�̑��M
		}
//���Ռ�(CH_TIGERFIST)�����܂�
//�A����?(CH_CHAINCRUSH)��������
		else if(skillid == CH_CHAINCRUSH) {
			int delay = 1000 - 4 * battle_get_agi(src) - 2 *  battle_get_dex(src);
			if(damage < battle_get_hp(bl)) {
				//���C���e����(MO_EXTREMITYFIST)�擾��?��4�•ێ��������g��(MO_EXPLOSIONSPIRITS)?�Ԏ���+300ms
				if(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1)
					delay += 300 * battle_config.combo_delay_rate /100; //�lj��f�B���C��conf�ɂ�蒲��

				skill_status_change_start(src,SC_COMBO,CH_CHAINCRUSH,skilllv,0,0,delay,0); //�R���{?�Ԃ�
			}
			sd->attackabletime = sd->canmove_tick = tick + delay;
			clif_combo_delay(src,delay); //�R���{�f�B���C�p�P�b�g�̑��M
		}
//�A����?(CH_CHAINCRUSH)�����܂�
	}
//�g�p�҂�PC�̏ꍇ��?�������܂�
//����X�L���H��������
	//AppleGirl Was Here
	if(attack_type&BF_MAGIC && damage > 0 && src != bl && src == dsrc) { //Blah Blah
		if(bl->type == BL_PC) { //Blah Blah
			struct map_session_data *tsd = (struct map_session_data *)bl;
			if(tsd->magic_damage_return > 0) { //More Blah
				rdamage += damage * tsd->magic_damage_return / 100;
				if(rdamage < 1) rdamage = 1;
			}
		}
	}
		//Stop Here
	if(attack_type&BF_WEAPON && damage > 0 && src != bl && src == dsrc) { //����X�L�����_��?�W���聕�g�p�҂�?�ێ҂��Ⴄ��src=dsrc
		if(dmg.flag&BF_SHORT) { //�ߋ����U?���H��
			if(bl->type == BL_PC) { //?�ۂ�PC�̎�
				struct map_session_data *tsd = (struct map_session_data *)bl;
				nullpo_retr(0, tsd);
				if(tsd->short_weapon_damage_return > 0) { //�ߋ����U?���˕Ԃ��H��
					rdamage += damage * tsd->short_weapon_damage_return / 100;
					if(rdamage < 1) rdamage = 1;
				}
			}
			if(sc_data && sc_data[SC_REFLECTSHIELD].timer != -1) { //���t���N�g�V?���h��
				rdamage += damage * sc_data[SC_REFLECTSHIELD].val2 / 100; //���˕Ԃ��v�Z
				if(rdamage < 1) rdamage = 1;
			}
		}
		else if(dmg.flag&BF_LONG) { //�������U?���H��
			if(bl->type == BL_PC) { //?�ۂ�PC�̎�
				struct map_session_data *tsd = (struct map_session_data *)bl;
				nullpo_retr(0, tsd);
				if(tsd->long_weapon_damage_return > 0) { //�������U?���˕Ԃ��H��
					rdamage += damage * tsd->long_weapon_damage_return / 100;
					if(rdamage < 1) rdamage = 1;
				}
			}
		}
		if(rdamage > 0)
			clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
	}
//����X�L���H�����܂�

	switch(skillid){
	case WZ_SIGHTRASHER:
		clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, 5);
		break;
	case AS_SPLASHER:
		clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
		break;
	case NPC_SELFDESTRUCTION:
	case NPC_SELFDESTRUCTION2:
		break;
	default:
		clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
	}
	if(dmg.blewcount > 0 && !map[src->m].flag.gvg) {	/* ������΂�?���Ƃ��̃p�P�b�g */
		if(skillid == WZ_SIGHTRASHER)
			skill_blown(src,bl,dmg.blewcount);
		else
			skill_blown(dsrc,bl,dmg.blewcount);
		if(bl->type == BL_MOB)
			clif_fixmobpos((struct mob_data *)bl);
		else if(bl->type == BL_PET)
			clif_fixpetpos((struct pet_data *)bl);
		else
			clif_fixpos(bl);
	}

	map_freeblock_lock();
	/* ?�ۂɃ_��?�W?�����s�� */
	if(skillid != KN_BOWLINGBASH || flag)
		battle_damage(src,bl,damage,0);
	if(skillid == RG_INTIMIDATE && damage > 0 && !(battle_get_mode(bl)&0x20) && !map[src->m].flag.gvg ) {
		int s_lv = battle_get_lv(src),t_lv = battle_get_lv(bl);
		int rate = 50 + skilllv * 5;
		rate = rate + (s_lv - t_lv);
		if(rand()%100 < rate)
			skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
	}
	if(damage > 0 && dmg.flag&BF_SKILL && bl->type==BL_PC && pc_checkskill((struct map_session_data *)bl,RG_PLAGIARISM) && sc_data[SC_PRESERVE].timer != -1){
		struct map_session_data *tsd = (struct map_session_data *)bl;
		nullpo_retr(0, tsd);
		if(!tsd->status.skill[skillid].id && !tsd->status.skill[skillid].id
			&& !(skillid > NPC_PIERCINGATT && skillid < NPC_SUMMONMONSTER) ){
			//?��?��ł���X�L��������ΊY?�X�L��������
			if (tsd->cloneskill_id && tsd->cloneskill_lv && tsd->status.skill[tsd->cloneskill_id].flag==13){
				tsd->status.skill[tsd->cloneskill_id].id=0;
				tsd->status.skill[tsd->cloneskill_id].lv=0;
				tsd->status.skill[tsd->cloneskill_id].flag=0;
			}
			tsd->cloneskill_id=skillid;
			tsd->cloneskill_lv=skilllv;
			tsd->status.skill[skillid].id=skillid;
			tsd->status.skill[skillid].lv=(pc_checkskill(tsd,RG_PLAGIARISM) > skill_get_max(skillid))?
							skill_get_max(skillid):pc_checkskill(tsd,RG_PLAGIARISM);
			tsd->status.skill[skillid].flag=13;//cloneskill flag
			clif_skillinfoblock(tsd);
		}
	}
	/* �_��?�W������Ȃ�lj�?�ʔ��� */
	if(bl->prev != NULL){
		struct map_session_data *sd = (struct map_session_data *)bl;
		nullpo_retr(0, sd);
		if( bl->type != BL_PC || (sd && !pc_isdead(sd)) ) {
		if(damage > 0)
			skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
		if(bl->type==BL_MOB && src!=bl)	/* �X�L���g�p?����MOB�X�L�� */
		{
				struct mob_data *md=(struct mob_data *)bl;
				nullpo_retr(0, md);
				if(battle_config.mob_changetarget_byskill == 1)
				{
					int target;
					target=md->target_id;
					if(src->type == BL_PC)
						md->target_id=src->id;
					mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
					md->target_id=target;
				}
				else
					mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
			}
		}
	}

	if(src->type == BL_PC && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
		struct map_session_data *sd = (struct map_session_data *)src;
		int hp = 0,sp = 0;
		nullpo_retr(0, sd);
		if(sd->hp_drain_rate && sd->hp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->hp_drain_rate) {
			hp += (dmg.damage * sd->hp_drain_per)/100;
			if(sd->hp_drain_rate > 0 && hp < 1) hp = 1;
			else if(sd->hp_drain_rate < 0 && hp > -1) hp = -1;
		}
		if(sd->hp_drain_rate_ && sd->hp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->hp_drain_rate_) {
			hp += (dmg.damage2 * sd->hp_drain_per_)/100;
			if(sd->hp_drain_rate_ > 0 && hp < 1) hp = 1;
			else if(sd->hp_drain_rate_ < 0 && hp > -1) hp = -1;
		}
		if(sd->sp_drain_rate > 0 && sd->sp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->sp_drain_rate) {
			sp += (dmg.damage * sd->sp_drain_per)/100;
			if(sd->sp_drain_rate > 0 && sp < 1) sp = 1;
			else if(sd->sp_drain_rate < 0 && sp > -1) sp = -1;
		}
		if(sd->sp_drain_rate_ > 0 && sd->sp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->sp_drain_rate_) {
			sp += (dmg.damage2 * sd->sp_drain_per_)/100;
			if(sd->sp_drain_rate_ > 0 && sp < 1) sp = 1;
			else if(sd->sp_drain_rate_ < 0 && sp > -1) sp = -1;
		}
		if(hp || sp) pc_heal(sd,hp,sp);
	}

	if((skillid != KN_BOWLINGBASH || flag) && rdamage > 0)
		battle_damage(bl,src,rdamage,0);

	if(attack_type&BF_WEAPON && sc_data && sc_data[SC_AUTOCOUNTER].timer != -1 && sc_data[SC_AUTOCOUNTER].val4 > 0) {
		if(sc_data[SC_AUTOCOUNTER].val3 == dsrc->id)
			battle_weapon_attack(bl,dsrc,tick,0x8000|sc_data[SC_AUTOCOUNTER].val1);
		skill_status_change_end(bl,SC_AUTOCOUNTER,-1);
	}

	map_freeblock_unlock();

	return (dmg.damage+dmg.damage2);	/* ?�_����Ԃ� */
}

/*==========================================
 * �X�L����?�U?�p(map_foreachinarea����Ă΂��)
 * flag�ɂ‚��āF16�i?���m�F
 * MSB <- 00fTffff ->LSB
 *	T	=�^?�Q�b�g�I?�p(BCT_*)
 *  ffff=���R�Ɏg�p�”\
 *  0	=�\��B0�ɌŒ�
 *------------------------------------------
 */
static int skill_area_temp[8];	/* �ꎞ??�B�K�v�Ȃ�g���B */
typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int);
int skill_area_sub( struct block_list *bl,va_list ap )
{
	struct block_list *src;
	int skill_id,skill_lv,flag;
	unsigned int tick;
	SkillFunc func;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);

	if(bl->type!=BL_PC && bl->type!=BL_MOB && bl->type!=BL_SKILL)
		return 0;

	src=va_arg(ap,struct block_list *); //�����ł�src�̒l��?�Ƃ��Ă��Ȃ��̂�NULL�`�F�b�N�͂��Ȃ�
	skill_id=va_arg(ap,int);
	skill_lv=va_arg(ap,int);
	tick=va_arg(ap,unsigned int);
	flag=va_arg(ap,int);
	func=va_arg(ap,SkillFunc);

	if(battle_check_target(src,bl,flag) > 0)
		func(src,bl,skill_id,skill_lv,tick,flag);
	return 0;
}

static int skill_check_unit_range_sub( struct block_list *bl,va_list ap )
{
	struct skill_unit *unit;
	int *c,x,y,range,sx[4],sy[4];
	int t_range,tx[4],ty[4];
	int i,r_flag,skillid;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, unit = (struct skill_unit *)bl);
	nullpo_retr(0, c = va_arg(ap,int *));

	if(bl->prev == NULL || bl->type != BL_SKILL)
		return 0;

	if(!unit->alive)
		return 0;

	x = va_arg(ap,int);
	y = va_arg(ap,int);
	range = va_arg(ap,int);
	skillid = va_arg(ap,int);

	if(skillid == MG_SAFETYWALL || skillid == AL_PNEUMA) {
		if(unit->group->unit_id != 0x7e && unit->group->unit_id != 0x85)
			return 0;
	}
	else if(skillid == AL_WARP) {
		if((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99) && unit->group->unit_id != 0x92)
			return 0;
	}
	else if((skillid >= HT_SKIDTRAP && skillid <= HT_CLAYMORETRAP) || skillid == HT_TALKIEBOX) {
		if((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99) && unit->group->unit_id != 0x92)
			return 0;
	}
	else if(skillid == WZ_FIREPILLAR) {
		if(unit->group->unit_id != 0x87)
			return 0;
	}
	else return 0;
	t_range=(unit->range!=0)? unit->range:unit->group->range;
	tx[0] = tx[3] = unit->bl.x - t_range;
	tx[1] = tx[2] = unit->bl.x + t_range;
	ty[0] = ty[1] = unit->bl.y - t_range;
	ty[2] = ty[3] = unit->bl.y + t_range;
	sx[0] = sx[3] = x - range;
	sx[1] = sx[2] = x + range;
	sy[0] = sy[1] = y - range;
	sy[2] = sy[3] = y + range;
	for(i=r_flag=0;i<4;i++) {
		if(sx[i] >= tx[0] && sx[i] <= tx[1] &&  sy[i] >= ty[0] && sy[i] <= ty[2]) {
			r_flag = 1;
			break;
		}
		if(tx[i] >= sx[0] && tx[i] <= sx[1] &&  ty[i] >= sy[0] && ty[i] <= sy[2]) {
			r_flag = 1;
			break;
		}
	}
	if(r_flag) (*c)++;

	return 0;
}

int skill_check_unit_range(int m,int x,int y,int range,int skillid)
{
	int c = 0;

	map_foreachinarea(skill_check_unit_range_sub,m,x-10,y-10,x+10,y+10,BL_SKILL,&c,x,y,range,skillid);

	return c;
}

static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap )
{
	int *c;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, c = va_arg(ap,int *));

	if(bl->prev == NULL || (bl->type != BL_PC && bl->type != BL_MOB))
		return 0;

	if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))
		return 0;

	(*c)++;

	return 0;
}

int skill_check_unit_range2(int m,int x,int y,int range)
{
	int c = 0;

	map_foreachinarea(skill_check_unit_range2_sub,m,x-range,y-range,x+range,y+range,0,&c);

	return c;
}

/*=========================================================================
 * ��?�X�L���g�p?����������������
 */
/* ?�ۂ�?���J�E���g����B�iskill_area_temp[0]�����������Ă������Ɓj */
int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag)
{
	if(skilllv <= 0) return 0;
	if(skill_area_temp[0] < 0xffff)
		skill_area_temp[0]++;
	return 0;
}

/*==========================================
 *
 *------------------------------------------
 */
static int skill_timerskill(int tid, unsigned int tick, int id,int data )
{
	struct map_session_data *sd = NULL;
	struct mob_data *md = NULL;
	struct pet_data *pd = NULL;
	struct block_list *src = map_id2bl(id),*target;
	struct skill_timerskill *skl = NULL;
	int range;

	nullpo_retr(0, src);

	if(src->prev == NULL)
		return 0;

	if(src->type == BL_PC) {
		nullpo_retr(0, sd = (struct map_session_data *)src);
		skl = &sd->skilltimerskill[data];
	}
	else if(src->type == BL_MOB) {
		nullpo_retr(0, md = (struct mob_data *)src);
		skl = &md->skilltimerskill[data];
	}
	else if(src->type == BL_PET) { // [Valaris]
		nullpo_retr(0, pd = (struct pet_data *)src);
		skl = &pd->skilltimerskill[data];
	}

	else
		return 0;

	nullpo_retr(0, skl);

	skl->timer = -1;
	if(skl->target_id) {
		struct block_list tbl;
		target = map_id2bl(skl->target_id);
		if(skl->skill_id == RG_INTIMIDATE) {
			if(target == NULL) {
				target = &tbl; //���������ĂȂ��̂ɃA�h���X�˂�?��ł����̂��ȁH
				target->type = BL_NUL;
				target->m = src->m;
				target->prev = target->next = NULL;
			}
		}
		if(target == NULL)
			return 0;
		if(target->prev == NULL && skl->skill_id != RG_INTIMIDATE)
			return 0;
		if(src->m != target->m)
			return 0;
		if(sd && pc_isdead(sd))
			return 0;
		if(target->type == BL_PC && pc_isdead((struct map_session_data *)target) && skl->skill_id != RG_INTIMIDATE)
			return 0;

		switch(skl->skill_id) {
			case TF_BACKSLIDING:
				clif_skill_nodamage(src,src,skl->skill_id,skl->skill_lv,1);
				break;
			case RG_INTIMIDATE:
				if(sd && !map[src->m].flag.noteleport) {
					int x,y,i,j,c;
					pc_randomwarp(sd,3);
					for(i=0;i<16;i++) {
						j = rand()%8;
						x = sd->bl.x + dirx[j];
						y = sd->bl.y + diry[j];
						if((c=map_getcell(sd->bl.m,x,y)) != 1 && c != 5)
							break;
					}
					if(i >= 16) {
						x = sd->bl.x;
						y = sd->bl.y;
					}
					if(target->prev != NULL) {
						if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
							pc_setpos((struct map_session_data *)target,map[sd->bl.m].name,x,y,3);
						else if(target->type == BL_MOB)
							mob_warp((struct mob_data *)target,-1,x,y,3);
					}
				}
				else if(md && !map[src->m].flag.monster_noteleport) {
					int x,y,i,j,c;
					mob_warp(md,-1,-1,-1,3);
					for(i=0;i<16;i++) {
						j = rand()%8;
						x = md->bl.x + dirx[j];
						y = md->bl.y + diry[j];
						if((c=map_getcell(md->bl.m,x,y)) != 1 && c != 5)
							break;
					}
					if(i >= 16) {
						x = md->bl.x;
						y = md->bl.y;
					}
					if(target->prev != NULL) {
						if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
							pc_setpos((struct map_session_data *)target,map[md->bl.m].name,x,y,3);
						else if(target->type == BL_MOB)
							mob_warp((struct mob_data *)target,-1,x,y,3);
					}
				}
				break;

			case BA_FROSTJOKE:			/* �����W��?�N */
			case DC_SCREAM:				/* �X�N��?�� */
				range=15;		//���E�S?
				map_foreachinarea(skill_frostjoke_scream,src->m,src->x-range,src->y-range,
					src->x+range,src->y+range,0,src,skl->skill_id,skl->skill_lv,tick);
				break;

			default:
				skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
				break;
		}
	}
	else {
		if(src->m != skl->map)
			return 0;
		switch(skl->skill_id) {
			case WZ_METEOR:
				if(skl->type >= 0) {
					skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,0);
					clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
				}
				else
					skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
				break;
		}
	}

	return 0;
}

/*==========================================
 *
 *------------------------------------------
 */
int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,int skill_id,int skill_lv,int type,int flag)
{
	int i;

	nullpo_retr(1, src);

	if(src->type == BL_PC) {
		struct map_session_data *sd = (struct map_session_data *)src;
		nullpo_retr(1, sd);
		for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
			if(sd->skilltimerskill[i].timer == -1) {
				sd->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
				sd->skilltimerskill[i].src_id = src->id;
				sd->skilltimerskill[i].target_id = target;
				sd->skilltimerskill[i].skill_id = skill_id;
				sd->skilltimerskill[i].skill_lv = skill_lv;
				sd->skilltimerskill[i].map = src->m;
				sd->skilltimerskill[i].x = x;
				sd->skilltimerskill[i].y = y;
				sd->skilltimerskill[i].type = type;
				sd->skilltimerskill[i].flag = flag;

				return 0;
			}
		}
		return 1;
	}
	else if(src->type == BL_MOB) {
		struct mob_data *md = (struct mob_data *)src;
		nullpo_retr(1, md);
		for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
			if(md->skilltimerskill[i].timer == -1) {
				md->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
				md->skilltimerskill[i].src_id = src->id;
				md->skilltimerskill[i].target_id = target;
				md->skilltimerskill[i].skill_id = skill_id;
				md->skilltimerskill[i].skill_lv = skill_lv;
				md->skilltimerskill[i].map = src->m;
				md->skilltimerskill[i].x = x;
				md->skilltimerskill[i].y = y;
				md->skilltimerskill[i].type = type;
				md->skilltimerskill[i].flag = flag;

				return 0;
			}
		}
		return 1;
	}
	else if(src->type == BL_PET) { // [Valaris]
		struct pet_data *pd = (struct pet_data *)src;
		nullpo_retr(1, pd);
		for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
			if(pd->skilltimerskill[i].timer == -1) {
				pd->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i);
				pd->skilltimerskill[i].src_id = src->id;
				pd->skilltimerskill[i].target_id = target;
				pd->skilltimerskill[i].skill_id = skill_id;
				pd->skilltimerskill[i].skill_lv = skill_lv;
				pd->skilltimerskill[i].map = src->m;
				pd->skilltimerskill[i].x = x;
				pd->skilltimerskill[i].y = y;
				pd->skilltimerskill[i].type = type;
				pd->skilltimerskill[i].flag = flag;

				return 0;
			}
		}
		return 1;
	}
	return 1;
}

/*==========================================
 *
 *------------------------------------------
 */
int skill_cleartimerskill(struct block_list *src)
{
	int i;

	nullpo_retr(0, src);

	if(src->type == BL_PC) {
		struct map_session_data *sd = (struct map_session_data *)src;
		nullpo_retr(0, sd);
		for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
			if(sd->skilltimerskill[i].timer != -1) {
				delete_timer(sd->skilltimerskill[i].timer, skill_timerskill);
				sd->skilltimerskill[i].timer = -1;
			}
		}
	}
	else if(src->type == BL_MOB) {
		struct mob_data *md = (struct mob_data *)src;
		nullpo_retr(0, md);
		for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) {
			if(md->skilltimerskill[i].timer != -1) {
				delete_timer(md->skilltimerskill[i].timer, skill_timerskill);
				md->skilltimerskill[i].timer = -1;
			}
		}
	}

	return 0;
}

/* ��?�X�L���g�p?�������������܂�
 * -------------------------------------------------------------------------
 */

/*==========================================
 * �X�L���g�p�i�r�������AID�w��U?�n�j
 * �i�X�p�Q�b�e�B�Ɍ����ĂP?�O�i�I(�_���|)�j
 *------------------------------------------
 */
int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
{
	struct map_session_data *sd=NULL;
	struct status_change *sc_data = battle_get_sc_data(src);
	int i;

	if(skilllv <= 0) return 0;

	nullpo_retr(1, src);
	nullpo_retr(1, bl);

	if(src->type==BL_PC)
		sd=(struct map_session_data *)src;
	if(sd && pc_isdead(sd))
		return 1;

	if((skillid == WZ_SIGHTRASHER || skillid == CR_GRANDCROSS) && src != bl)
		bl = src;
	if(bl->prev == NULL)
		return 1;
	if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))
		return 1;
	map_freeblock_lock();

	switch(skillid)
	{
	/* ����U?�n�X�L�� */
	case SM_BASH:			/* �o�b�V�� */
	case MC_MAMMONITE:		/* ���}?�i�C�g */
	case AC_DOUBLE:			/* �_�u���X�g���C�t�B���O */
	case AS_SONICBLOW:		/* �\�j�b�N�u��? */
	case KN_PIERCE:			/* �s�A?�X */
	case KN_SPEARBOOMERANG:	/* �X�s�A�u?������ */
	case TF_POISON:			/* �C���x�i�� */
	case TF_SPRINKLESAND:	/* ���܂� */
	case AC_CHARGEARROW:	/* �`��?�W�A��? */
	case KN_SPEARSTAB:		/* �X�s�A�X�^�u */
	case RG_RAID:		/* �T�v���C�Y�A�^�b�N */
	case RG_INTIMIDATE:		/* �C���e�B�~�f�C�g */
	case BA_MUSICALSTRIKE:	/* �~��?�W�J���X�g���C�N */
	case DC_THROWARROW:		/* ��?�� */
	case BA_DISSONANCE:		/* �s���a�� */
	case CR_HOLYCROSS:		/* �z?��?�N���X */
	case CR_SHIELDCHARGE:
	case CR_SHIELDBOOMERANG:

	/* �ȉ�MOB?�p */
	/* ??�U?�ASP�����U?�A�������U?�A�h�䖳���U?�A���i�U? */
	case NPC_PIERCINGATT:
	case NPC_MENTALBREAKER:
	case NPC_RANGEATTACK:
	case NPC_CRITICALSLASH:
	case NPC_COMBOATTACK:
	/* �K���U?�A�ōU?�A��?�U?�A��?�U?�A�X�^���U? */
	case NPC_GUIDEDATTACK:
	case NPC_POISON:
	case NPC_BLINDATTACK:
	case NPC_SILENCEATTACK:
	case NPC_STUNATTACK:
	/* �Ή��U?�A�􂢍U?�A�����U?�A�����_��ATK�U? */
	case NPC_PETRIFYATTACK:
	case NPC_CURSEATTACK:
	case NPC_SLEEPATTACK:
	case NPC_RANDOMATTACK:
	/* ��?���U?�A�n?���U?�A��?���U?�A��?���U? */
	case NPC_WATERATTACK:
	case NPC_GROUNDATTACK:
	case NPC_FIREATTACK:
	case NPC_WINDATTACK:
	/* ��?���U?�A��?���U?�A��?���U?�A�O?���U?�ASP�����U? */
	case NPC_POISONATTACK:
	case NPC_HOLYATTACK:
	case NPC_DARKNESSATTACK:
	case NPC_TELEKINESISATTACK:
	case LK_AURABLADE:		/* �I?���u��?�h */
	case LK_SPIRALPIERCE:	/* �X�p�C�����s�A?�X */
	case LK_HEADCRUSH:	/* �w�b�h�N���b�V�� */
	case LK_JOINTBEAT:	/* �W���C���g�r?�g */
	case PA_PRESSURE:	/* �v���b�V��? */
	case PA_SACRIFICE:	/* �T�N���t�@�C�X */
	case SN_SHARPSHOOTING:			/* �V��?�v�V��?�e�B���O */
	case CG_ARROWVULCAN:			/* �A��?�o���J�� */
	case ASC_BREAKER:				/* �\�E���u��?�J? */
	case HW_MAGICCRASHER:		/* �}�W�b�N�N���b�V��? */
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		break;
	case NPC_DARKBREATH:
		clif_emotion(src,7);
		skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
		break;
	case MO_INVESTIGATE:	/* ?�� */
		{
			struct status_change *sc_data = battle_get_sc_data(src);
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
				skill_status_change_end(src,SC_BLADESTOP,-1);
		}
		break;
	case SN_FALCONASSAULT:			/* �t�@���R���A�T���g */
		skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
		break;
	case KN_BRANDISHSPEAR:		/* �u�����f�B�b�V���X�s�A */
		{
			struct mob_data *md = (struct mob_data *)bl;
			nullpo_retr(1, md);
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			if(md->hp > 0){
				skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
				if(bl->type == BL_MOB)
					clif_fixmobpos((struct mob_data *)bl);
				else if(bl->type == BL_PET)
					clif_fixpetpos((struct pet_data *)bl);
				else
					clif_fixpos(bl);
			}
		}
		break;
	case RG_BACKSTAP:		/* �o�b�N�X�^�u */
		{
			int dir = map_calc_dir(src,bl->x,bl->y),t_dir = battle_get_dir(bl);
			int dist = distance(src->x,src->y,bl->x,bl->y);
			if((dist > 0 && !map_check_dir(dir,t_dir)) || bl->type == BL_SKILL) {
				struct status_change *sc_data = battle_get_sc_data(src);
				if(sc_data && sc_data[SC_HIDING].timer != -1)
					skill_status_change_end(src, SC_HIDING, -1);	// �n�C�f�B���O����
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
				dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
				if (bl->type == BL_PC)
					((struct map_session_data *)bl)->dir=dir;
				else if (bl->type == BL_MOB)
					((struct mob_data *)bl)->dir=dir;
				//skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)); 
			}
			else if(src->type == BL_PC)
				clif_skill_fail(sd,sd->skillid,0,0);
		}
		break;

	case AM_ACIDTERROR:		/* �A�V�b�h�e��? */
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		if(bl->type == BL_PC && rand()%100 < skill_get_time(skillid,skilllv) && battle_config.equipment_breaking)
			pc_breakarmor((struct map_session_data *)bl);
		break;
	case MO_FINGEROFFENSIVE:	/* �w? */
		{
			struct status_change *sc_data = battle_get_sc_data(src);

			if(!battle_config.finger_offensive_type)
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			else {
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
				if(sd) {
					for(i=1;i<sd->spiritball_old;i++)
						skill_addtimerskill(src,tick+i*200,bl->id,0,0,skillid,skilllv,BF_WEAPON,flag);
					sd->canmove_tick = tick + (sd->spiritball_old-1)*200;
				}
			}
			if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
				skill_status_change_end(src,SC_BLADESTOP,-1);
		}
		break;
	case MO_CHAINCOMBO:		/* �A�ŏ� */
		{
			struct status_change *sc_data = battle_get_sc_data(src);
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
				skill_status_change_end(src,SC_BLADESTOP,-1);
		}
		break;
	case MO_COMBOFINISH:	/* �җ��� */
	case CH_TIGERFIST:		/* ���Ռ� */
	case CH_CHAINCRUSH:		/* �A����? */
	case CH_PALMSTRIKE:		/* �ҌՍd�h�R */
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		break;
	case MO_EXTREMITYFIST:	/* ���C���e�P�� */
		{
			struct status_change *sc_data = battle_get_sc_data(src);

		if(sd) {
			struct walkpath_data wpd;
			int dx,dy;

			dx = bl->x - sd->bl.x;
			dy = bl->y - sd->bl.y;
			if(dx > 0) dx++;
			else if(dx < 0) dx--;
			if(dy > 0) dy++;
			else if(dy < 0) dy--;
			if(dx == 0 && dy == 0) dx++;
			if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
				dx = bl->x - sd->bl.x;
				dy = bl->y - sd->bl.y;
				if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
					clif_skill_fail(sd,sd->skillid,0,0);
					break;
				}
			}
			sd->to_x = sd->bl.x + dx;
			sd->to_y = sd->bl.y + dy;
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			clif_walkok(sd);
			clif_movechar(sd);
			if(dx < 0) dx = -dx;
			if(dy < 0) dy = -dy;
			sd->attackabletime = sd->canmove_tick = tick + 100 + sd->speed * ((dx > dy)? dx:dy);
			if(sd->canact_tick < sd->canmove_tick)
				sd->canact_tick = sd->canmove_tick;
			pc_movepos(sd,sd->to_x,sd->to_y);
			skill_status_change_end(&sd->bl,SC_COMBO,-1);
		}
		else
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		skill_status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
			if(sc_data && sc_data[SC_BLADESTOP].timer != -1)
				skill_status_change_end(src,SC_BLADESTOP,-1);
		}
		break;
	/* ����n��?�U?�X�L�� */
	case AC_SHOWER:			/* �A��?�V����? */
	case SM_MAGNUM:			/* �}�O�i���u���C�N */
	case AS_GRIMTOOTH:		/* �O�����g�D?�X */
	case MC_CARTREVOLUTION:	/* �J?�g�����H����?�V���� */
	case NPC_SPLASHATTACK:	/* �X�v���b�V���A�^�b�N */
	case ASC_METEORASSAULT:	/* ���e�I�A�T���g */
	case AS_SPLASHER:	/* [Valaris] */
		if(flag&1){
			/* �•ʂɃ_��?�W��?���� */
			if(bl->id!=skill_area_temp[1]){
				int dist=0;
				if(skillid==SM_MAGNUM){	/* �}�O�i���u���C�N�Ȃ璆�S����̋������v�Z */
					int dx=abs( bl->x - skill_area_temp[2] );
					int dy=abs( bl->y - skill_area_temp[3] );
					dist=((dx>dy)?dx:dy);
				}
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
					0x0500|dist  );
			}
		}else{
			int ar=1;
			int x=bl->x,y=bl->y;
			if( skillid==SM_MAGNUM){
				x=src->x;
				y=src->y;
			}else if(skillid==AC_SHOWER || skillid==ASC_METEORASSAULT)	/* �A��?�V����?�A���e�I�A�T���g��?5*5 */
				ar=2;
			else if(skillid==AS_SPLASHER)	/* �x�i���X�v���b�V��?��?3*3 */
				ar=1;
			else if(skillid==NPC_SPLASHATTACK)	/* �X�v���b�V���A�^�b�N�͔�?7*7 */
				ar=3;

			// meteor assault cast effect (not sure how else to properly add it =p) [Celest]
			if (skillid == ASC_METEORASSAULT)
				clif_specialeffect(&sd->bl,409, 1);
			
			skill_area_temp[1]=bl->id;
			skill_area_temp[2]=x;
			skill_area_temp[3]=y;
			/* �܂��^?�Q�b�g�ɍU?�������� */
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
			/* ���̌�^?�Q�b�g�ȊO�̔�??�̓G�S?��?�����s�� */
			map_foreachinarea(skill_area_sub,
				bl->m,x-ar,y-ar,x+ar,y+ar,0,
				src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_damage_id);
			if (skillid == SM_MAGNUM)	// fire element for 10 seconds
				skill_status_change_start(src,SC_FLAMELAUNCHER,0,0,0,0,10000,0);
		}
		if (bl->type == BL_MOB && skillid == AS_GRIMTOOTH) {
			struct status_change *sc_data = battle_get_sc_data(bl);
			if (sc_data && sc_data[SC_SLOWDOWN].timer == -1)
				skill_status_change_start(bl,SC_SLOWDOWN,0,0,0,0,1000,0);
		}
		break;

	case KN_BOWLINGBASH:	/* �{�E�����O�o�b�V�� */
		if(flag&1){
			/* �•ʂɃ_��?�W��?���� */
			if(bl->id!=skill_area_temp[1])
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
		}
		else {
			int damage;
			map_freeblock_lock();
			damage = skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
			if(damage > 0) {
				int i,c;	/* ���l���畷���������Ȃ̂ŊԈ���Ă�”\���偕?����?���������� */
				c = skill_get_blewcount(skillid,skilllv);
				if(map[bl->m].flag.gvg) c = 0;
				for(i=0;i<c;i++){
					skill_blown(src,bl,1);
					if(bl->type == BL_MOB)
						clif_fixmobpos((struct mob_data *)bl);
					else if(bl->type == BL_PET)
						clif_fixpetpos((struct pet_data *)bl);
					else
						clif_fixpos(bl);
					skill_area_temp[0]=0;
					map_foreachinarea(skill_area_sub,
						bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
						src,skillid,skilllv,tick, flag|BCT_ENEMY ,
						skill_area_sub_count);
					if(skill_area_temp[0]>1) break;
				}
				skill_area_temp[1]=bl->id;
				skill_area_temp[2]=bl->x;
				skill_area_temp[3]=bl->y;
				/* ���̌�^?�Q�b�g�ȊO�̔�??�̓G�S?��?�����s�� */
				map_foreachinarea(skill_area_sub,
					bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
					src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
					skill_castend_damage_id);
				battle_damage(src,bl,damage,1);
				if(rdamage > 0)
					battle_damage(bl,src,rdamage,0);
			}
			map_freeblock_unlock();
		}
		break;

	case ALL_RESURRECTION:		/* ���U���N�V���� */
	case PR_TURNUNDEAD:			/* �^?���A���f�b�h */
		if(bl->type != BL_PC && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
			skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		else {
			map_freeblock_unlock();
			return 1;
		}
		break;

	/* ���@�n�X�L�� */
	case MG_SOULSTRIKE:			/* �\�E���X�g���C�N */
	case MG_COLDBOLT:			/* �R?���h�{���g */
	case MG_FIREBOLT:			/* �t�@�C�A?�{���g */
	case MG_LIGHTNINGBOLT:		/* ���C�g�j���O�{���g */
	case WZ_EARTHSPIKE:			/* �A?�X�X�p�C�N */
	case AL_HEAL:				/* �q?�� */
	case AL_HOLYLIGHT:			/* �z?��?���C�g */
	case MG_FROSTDIVER:			/* �t���X�g�_�C�o? */
	case WZ_JUPITEL:			/* ���s�e���T���_? */
	case NPC_MAGICALATTACK:		/* MOB:���@��?�U? */
	case PR_ASPERSIO:			/* �A�X�y���V�I */
//	case HW_NAPALMVULCAN:		/* �i�p�[���o���J�� */
		skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		break;

	case WZ_WATERBALL:			/* �E�H?�^?�{?�� */
		skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		if(skilllv>1)
			skill_status_change_start(src,SC_WATERBALL,skilllv,bl->id,0,0,0,0);
		break;

	case PR_BENEDICTIO:			/* ��?�~�� */
		if(battle_get_race(bl)==1 || battle_get_race(bl)==6)
			skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		break;

	/* ���@�n��?�U?�X�L�� */
	case MG_NAPALMBEAT:			/* �i�p?���r?�g */
	case MG_FIREBALL:			/* �t�@�C��?�{?�� */
		if(flag&1){
			/* �•ʂɃ_��?�W��?���� */
			if(bl->id!=skill_area_temp[1]){
				if(skillid==MG_FIREBALL){	/* �t�@�C��?�{?���Ȃ璆�S����̋������v�Z */
					int dx=abs( bl->x - skill_area_temp[2] );
					int dy=abs( bl->y - skill_area_temp[3] );
					skill_area_temp[0]=((dx>dy)?dx:dy);
				}
				skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
					skill_area_temp[0]| 0x0500);
			}
		}else{
			int ar=(skillid==MG_NAPALMBEAT)?1:2;
			skill_area_temp[1]=bl->id;
			if(skillid==MG_NAPALMBEAT){	/* �i�p?���ł͐��?���� */
				skill_area_temp[0]=0;
				map_foreachinarea(skill_area_sub,
					bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
					src,skillid,skilllv,tick, flag|BCT_ENEMY ,
					skill_area_sub_count);
			}else{
				skill_area_temp[0]=0;
				skill_area_temp[2]=bl->x;
				skill_area_temp[3]=bl->y;
			}
			/* �܂��^?�Q�b�g�ɍU?�������� */
			skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
					skill_area_temp[0] );
			/* ���̌�^?�Q�b�g�ȊO�̔�??�̓G�S?��?�����s�� */
			map_foreachinarea(skill_area_sub,
				bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0,
				src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_damage_id);
		}
		break;

	case HW_NAPALMVULCAN: // Fixed By SteelViruZ
		if(flag&1){
			if(bl->id!=skill_area_temp[1]){
				skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
					skill_area_temp[0]);
			}
		}else{
			int ar=(skillid==HW_NAPALMVULCAN)?1:2;
			skill_area_temp[1]=bl->id;
			if(skillid==HW_NAPALMVULCAN){
				skill_area_temp[0]=0;
				map_foreachinarea(skill_area_sub,
					bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
					src,skillid,skilllv,tick, flag|BCT_ENEMY ,
					skill_area_sub_count);
			}else{
				skill_area_temp[0]=0;
				skill_area_temp[2]=bl->x;
				skill_area_temp[3]=bl->y;
			}
			skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,
				skill_area_temp[0] );
			map_foreachinarea(skill_area_sub,
				bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0,
				src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_damage_id);
		}
		break;

	case WZ_FROSTNOVA:			/* �t���X�g�m���@ */
		skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
		//skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		map_foreachinarea(skill_attack_area,src->m,src->x-5,bl->y-5,bl->x+5,bl->y+5,0,BF_MAGIC,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); 
		break;

	case WZ_SIGHTRASHER:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
		skill_status_change_end(src,SC_SIGHT,-1);
		break;

	/* ���̑� */
	case HT_BLITZBEAT:			/* �u���b�c�r?�g */
		if(flag&1){
			/* �•ʂɃ_��?�W��?���� */
			if(bl->id!=skill_area_temp[1])
				skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000));
		}else{
			skill_area_temp[0]=0;
			skill_area_temp[1]=bl->id;
			if(flag&0xf00000)
				map_foreachinarea(skill_area_sub,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
					src,skillid,skilllv,tick, flag|BCT_ENEMY ,skill_area_sub_count);
			/* �܂��^?�Q�b�g�ɍU?�������� */
			skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000));
			/* ���̌�^?�Q�b�g�ȊO�̔�??�̓G�S?��?�����s�� */
			map_foreachinarea(skill_area_sub,
				bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,
				src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_damage_id);
		}
		break;

	case CR_GRANDCROSS:			/* �O�����h�N���X */
		/* �X�L�����j�b�g�z�u */
		skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
		if(sd)
			sd->canmove_tick = tick + 1000;
		else if(src->type == BL_MOB)
			mob_changestate((struct mob_data *)src,MS_DELAY,1000);
		break;

	case TF_THROWSTONE:			/* ���� */
	case NPC_SMOKING:			/* �X��?�L���O */
		skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,0 );
		break;

	case NPC_SELFDESTRUCTION:	/* ���� */
	case NPC_SELFDESTRUCTION2:	/* ����2 */
			if(flag&1){
			/* �•ʂɃ_��?�W��?���� */
			if(src->type==BL_MOB){
				struct mob_data* mb = (struct mob_data*)src;
				nullpo_retr(1, mb);
				mb->hp=skill_area_temp[2];
				if(bl->id!=skill_area_temp[1])
					skill_attack(BF_MISC,src,src,bl,NPC_SELFDESTRUCTION,skilllv,tick,flag );
				mb->hp=1;
			}
		}else{
			struct mob_data *md;
			if((md=(struct mob_data *)src)){
			skill_area_temp[1]=bl->id;
				skill_area_temp[2]=battle_get_hp(src);
				clif_skill_nodamage(src,src,NPC_SELFDESTRUCTION,-1,1);
			map_foreachinarea(skill_area_sub,
				bl->m,bl->x-5,bl->y-5,bl->x+5,bl->y+5,0,
					src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_damage_id);
				battle_damage(src,src,md->hp,0);
				}
		}
		break;

	/* HP�z?/HP�z?���@ */
	case NPC_BLOODDRAIN:
	case NPC_ENERGYDRAIN:
		{
			int heal;
			heal = skill_attack((skillid==NPC_BLOODDRAIN)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
			if( heal > 0 ){
				struct block_list tbl;
				tbl.id = 0;
				tbl.m = src->m;
				tbl.x = src->x;
				tbl.y = src->y;
				clif_skill_nodamage(&tbl,src,AL_HEAL,heal,1);
				battle_heal(NULL,src,heal,0,0);
			}
		}
		break;
	case 0:
		if(sd) {
			if(flag&3){
				if(bl->id!=skill_area_temp[1])
					skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
			}
			else{
				int ar=sd->splash_range;
				skill_area_temp[1]=bl->id;
				map_foreachinarea(skill_area_sub,
					bl->m, bl->x - ar, bl->y - ar, bl->x + ar, bl->y + ar, 0,
					src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
					skill_castend_damage_id);
			}
		}
		break;

	default:
		map_freeblock_unlock();
		return 1;
	}
	if(sc_data) {
		if (sc_data[SC_MAGICPOWER].timer != -1 && skillid != HW_MAGICPOWER)	//�}�W�b�N�p��?��?�ʏI��
			skill_status_change_end(src,SC_MAGICPOWER,-1);
	}
	map_freeblock_unlock();

	return 0;
}

/*==========================================
 * �X�L���g�p�i�r�������AID�w��x���n�j
 *------------------------------------------
 */
int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag )
{
	struct map_session_data *sd=NULL;
	struct map_session_data *dstsd=NULL;
	struct mob_data *md=NULL;
	struct mob_data *dstmd=NULL;
	int i,abra_skillid=0,abra_skilllv;
	int sc_def_vit,sc_def_mdef,strip_fix,strip_time,strip_per;
	int sc_dex,sc_luk;
	//�N���X�`�F���W�p�{�X�����X�^?ID
	int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
				,1157,1159,1190,1272,1312,1373,1492};
	int poringclass[]={1002};

	if(skilllv <= 0) return 0;

	nullpo_retr(1, src);
	nullpo_retr(1, bl);

	if(src->type==BL_PC)
		sd=(struct map_session_data *)src;
	else if(src->type==BL_MOB)
		md=(struct mob_data *)src;

	sc_dex=battle_get_mdef(bl);
	sc_luk=battle_get_luk(bl);
	sc_def_vit = 100 - (3 + battle_get_vit(bl) + battle_get_luk(bl)/3);
	//sc_def_vit = 100 - (3 + battle_get_vit(bl) + battle_get_luk(bl)/3);
	sc_def_mdef = 100 - (3 + battle_get_mdef(bl) + battle_get_luk(bl)/3);
	strip_fix = battle_get_dex(src) - battle_get_dex(bl);

	if(bl->type==BL_PC){
		nullpo_retr(1, dstsd=(struct map_session_data *)bl);
	}else if(bl->type==BL_MOB){
		nullpo_retr(1, dstmd=(struct mob_data *)bl);
		if(sc_def_vit>50)
			sc_def_vit=50;
		if(sc_def_mdef>50)
			sc_def_mdef=50;
	}
	if(sc_def_vit < 0)
		sc_def_vit=0;
	if(sc_def_mdef < 0)
		sc_def_mdef=0;
	if(strip_fix < 0)
		strip_fix=0;

	if(bl == NULL || bl->prev == NULL)
		return 1;
	if(sd && pc_isdead(sd))
		return 1;
	if(dstsd && pc_isdead(dstsd) && skillid != ALL_RESURRECTION)
		return 1;
	if(battle_get_class(bl) == 1288)
		return 1;
	if (skillnotok(skillid, (struct map_session_data *)bl)) // [MouseJstr]
		return 0;
	
	map_freeblock_lock();
	switch(skillid)
	{
	case AL_HEAL:				/* �q?�� */
		{
			int heal=skill_calc_heal( src, skilllv );
			int heal_get_jobexp;
			int skill;
			struct pc_base_job s_class;
			
			if( dstsd && dstsd->special_state.no_magic_damage )
				heal=0;	/* ?��峃J?�h�i�q?���ʂO�j */
			if (sd){
				s_class = pc_calc_base_job(sd->status.class);
				if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // ���f�B�e�C�e�B�I
					heal += heal*skill*2/100;
				if(sd && dstsd && sd->status.partner_id == dstsd->status.char_id && s_class.job == 23 && sd->status.sex == 0) //������?�ۂ�PC�A?�ۂ������̃p?�g�i?�A�������X�p�m�r�A���������Ȃ�
					heal = heal*2;	//�X�p�m�r�̉ł��U�߂Ƀq?�������2�{�ɂȂ�
			}
			

			clif_skill_nodamage(src,bl,skillid,heal,1);
			heal_get_jobexp = battle_heal(NULL,bl,heal,0,0);

			// JOB??�l�l��
			if(src->type == BL_PC && bl->type==BL_PC && heal > 0 && src != bl && battle_config.heal_exp > 0){
				heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
				if(heal_get_jobexp <= 0)
					heal_get_jobexp = 1;
				pc_gainexp((struct map_session_data *)src,0,heal_get_jobexp);
			}
		}
		break;

	case ALL_RESURRECTION:		/* ���U���N�V���� */
		if(bl->type==BL_PC){
			int per=0;
			struct map_session_data *tsd = (struct map_session_data*)bl;
			nullpo_retr(1, tsd);
			if( (map[bl->m].flag.pvp) && tsd->pvp_point<0 )
				break;			/* PVP�ŕ����s�”\?�� */

			if(pc_isdead(tsd)){	/* ���S���� */
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				switch(skilllv){
				case 1: per=10; break;
				case 2: per=30; break;
				case 3: per=50; break;
				case 4: per=80; break;
				}
				tsd->status.hp=tsd->status.max_hp*per/100;
				if(tsd->status.hp<=0) tsd->status.hp=1;
				if(tsd->special_state.restart_full_recover ){	/* �I�V���X�J?�h */
					tsd->status.hp=tsd->status.max_hp;
					tsd->status.sp=tsd->status.max_sp;
				}
				pc_setstand(tsd);
				if(battle_config.pc_invincible_time > 0)
					pc_setinvincibletimer(tsd,battle_config.pc_invincible_time);
				clif_updatestatus(tsd,SP_HP);
				clif_resurrection(&tsd->bl,1);
				if(src != bl && sd && battle_config.resurrection_exp > 0) {
					int exp = 0,jexp = 0;
					int lv = tsd->status.base_level - sd->status.base_level, jlv = tsd->status.job_level - sd->status.job_level;
					if(lv > 0) {
						exp = (int)((double)tsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
						if(exp < 1) exp = 1;
					}
					if(jlv > 0) {
						jexp = (int)((double)tsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
						if(jexp < 1) jexp = 1;
					}
					if(exp > 0 || jexp > 0)
						pc_gainexp(sd,exp,jexp);
				}
			}
		}
		break;

	case AL_DECAGI:			/* ���x���� */
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		if( rand()%100 < (50+skilllv*3+(battle_get_lv(src)+battle_get_int(src)/5)-sc_def_mdef) ) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
		}
		break;

	case AL_CRUCIS:
		if(flag&1) {
			int race = battle_get_race(bl),ele = battle_get_elem_type(bl);
			if(battle_check_target(src,bl,BCT_ENEMY) && (race == 6 || battle_check_undead(race,ele))) {
				int slv=battle_get_lv(src),tlv=battle_get_lv(bl),rate;
				rate = 25 + skilllv*2 + slv - tlv;
				if(rand()%100 < rate)
					skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,0,0);
			}
		}
		else {
			int range = 15;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			map_foreachinarea(skill_area_sub,
				src->m,src->x-range,src->y-range,src->x+range,src->y+range,0,
				src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_nodamage_id);
		}
		break;

	case PR_LEXDIVINA:		/* ���b�N�X�f�B�r?�i */
		{
			struct status_change *sc_data = battle_get_sc_data(bl);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
				break;
			if(sc_data && sc_data[SC_DIVINA].timer != -1)
				skill_status_change_end(bl,SC_DIVINA,-1);
			else if( rand()%100 < sc_def_vit ) {
				skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
			}
		}
		break;
	case SA_ABRACADABRA:
		//require 1 yellow gemstone even with mistress card or Into the Abyss
		if ((i=pc_search_inventory(sd, 715)) < 0 ) { //bug fixed by Lupus (item pos can be 0, too!)
			clif_skill_fail(sd,sd->skillid,0,0);
			break;
		}
		//pc_delitem(sd, pc_search_inventory(sd, 715), 1, 0);
		pc_delitem(sd, i, 1, 0);
		//
		do{
			abra_skillid=skill_abra_dataset(skilllv);
		}while(abra_skillid == 0);
		abra_skilllv=skill_get_max(abra_skillid)>pc_checkskill(sd,SA_ABRACADABRA)?pc_checkskill(sd,SA_ABRACADABRA):skill_get_max(abra_skillid);
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		sd->skillitem=abra_skillid;
		sd->skillitemlv=abra_skilllv;
		clif_item_skill(sd,abra_skillid,abra_skilllv,"�A�u���J�_�u��");
		break;
	case SA_COMA:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		if(dstsd){
			dstsd->status.hp=1;
			dstsd->status.sp=1;
			clif_updatestatus(dstsd,SP_HP);
			clif_updatestatus(dstsd,SP_SP);
		}
		if(dstmd) dstmd->hp=1;
		break;
	case SA_FULLRECOVERY:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		if(dstsd) pc_heal(dstsd,dstsd->status.max_hp,dstsd->status.max_sp);
		if(dstmd) dstmd->hp=battle_get_max_hp(&dstmd->bl);
		break;
	case SA_SUMMONMONSTER:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (sd) mob_once_spawn(sd,map[sd->bl.m].name,sd->bl.x,sd->bl.y,"--ja--",-1,1,"");
		break;
	case SA_LEVELUP:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd,pc_nextbaseexp(sd)*10/100,0);
		break;

	case SA_INSTANTDEATH:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (sd) pc_damage(NULL,sd,sd->status.max_hp);
		break;

	case SA_QUESTION:
	case SA_GRAVITY:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		break;
	case SA_CLASSCHANGE:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(dstmd) mob_class_change(dstmd,changeclass);
		break;
	case SA_MONOCELL:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(dstmd) mob_class_change(dstmd,poringclass);
		break;
	case SA_DEATH:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (dstsd) pc_damage(NULL,dstsd,dstsd->status.max_hp);
		if (dstmd) mob_damage(NULL,dstmd,dstmd->hp,1);
		break;
	case SA_REVERSEORCISH:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (dstsd) pc_setoption(dstsd,dstsd->status.option|0x0800);
		break;
	case SA_FORTUNE:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(sd) pc_getzeny(sd,battle_get_lv(bl)*100);
		break;
	case SA_TAMINGMONSTER:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (dstmd){
			for(i=0;i<MAX_PET_DB;i++){
				if(dstmd->class == pet_db[i].class){
					pet_catch_process1(sd,dstmd->class);
					break;
				}
			}
		}
		break;
	case AL_INCAGI:			/* ���x?�� */
	case AL_BLESSING:		/* �u���b�V���O */
	case PR_SLOWPOISON:
	case PR_IMPOSITIO:		/* �C���|�V�e�B�I�}�k�X */
	case PR_LEXAETERNA:		/* ���b�N�X�G?�e���i */
	case PR_SUFFRAGIUM:		/* �T�t���M�E�� */
	case PR_BENEDICTIO:		/* ��?�~�� */
	case CR_PROVIDENCE:		/* �v�����B�f���X */
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}else{
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;

	case CG_MARIONETTE:		/* �}���I�l�b�g�R���g��?�� */
		if(sd && dstsd){
			struct status_change *sc_data = battle_get_sc_data(src);
			struct status_change *tsc_data = battle_get_sc_data(bl);
			int sc = SkillStatusChangeTable[skillid];
			int sc2 = SC_MARIONETTE2;
			
			if((dstsd->bl.type!=BL_PC)
			 || (sd->bl.id == dstsd->bl.id)
			 || (!sd->status.party_id)
			 || (sd->status.party_id != dstsd->status.party_id)) {			
			 	clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 1;
			}
			if(sc_data && tsc_data){
				if(sc_data[sc].timer == -1 && tsc_data[sc2].timer == -1) {
					skill_status_change_start (src,sc,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv),0);
					skill_status_change_start (bl,sc2,skilllv,0,src->id,0,skill_get_time(skillid,skilllv),0);
				}
				else if (sc_data[sc].timer != -1 && tsc_data[sc2].timer != -1 &&
				sc_data[sc].val3 == bl->id && tsc_data[sc2].val3 == src->id) {
					skill_status_change_end(src, sc, -1);
					skill_status_change_end(bl, sc2, -1);
				}
				else {
					clif_skill_fail(sd,skillid,0,0);
					map_freeblock_unlock();
					return 1;
				}
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
			}
		}			
		break;

	case SA_FLAMELAUNCHER:	// added failure chance and chance to break weapon if turned on [Valaris]
	case SA_FROSTWEAPON:
	case SA_LIGHTNINGLOADER:
	case SA_SEISMICWEAPON:
		if(bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){
			clif_skill_nodamage(src,bl,skillid,skilllv,0);
			break;
		}
		if(bl->type==BL_PC) {
			struct map_session_data *sd2=(struct map_session_data *)bl;
			if(sd2->status.weapon==0 || sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 ||
				sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 ||
					sd2->sc_data[SC_ENCPOISON].timer!=-1) {
				clif_skill_fail(sd,skillid,0,0);
				clif_skill_nodamage(src,bl,skillid,skilllv,0);
				break;
			}
		}
		if(rand()%100 > (75+skilllv*1) && (skilllv != 5)) {
			clif_skill_fail(sd,skillid,0,0);
			clif_skill_nodamage(src,bl,skillid,skilllv,0);
			if(bl->type==BL_PC && battle_config.equipment_breaking) {
				struct map_session_data *sd2=(struct map_session_data *)bl;
				if(sd!=sd2) clif_displaymessage(sd->fd,"You broke target's weapon");
				pc_breakweapon(sd2);
			}
			break;
		}
		else {
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;

	case PR_ASPERSIO:		/* �A�X�y���V�I */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		if(bl->type==BL_MOB)
			break;
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case PR_KYRIE:			/* �L���G�G���C�\�� */
		clif_skill_nodamage(bl,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case KN_AUTOCOUNTER:		/* �I?�g�J�E���^? */
	case KN_TWOHANDQUICKEN:	/* �c?�n���h�N�C�b�P�� */
	case CR_SPEARQUICKEN:	/* �X�s�A�N�C�b�P�� */
	case CR_REFLECTSHIELD:
	case AS_POISONREACT:	/* �|�C�Y�����A�N�g */
	case MC_LOUD:			/* ���E�h�{�C�X */
	case MG_ENERGYCOAT:		/* �G�i�W?�R?�g */
//	case SM_ENDURE:			/* �C���f���A */
	case MG_SIGHT:			/* �T�C�g */
	case AL_RUWACH:			/* ���A�t */
	case MO_EXPLOSIONSPIRITS:	// �����g��
	case MO_STEELBODY:		// ����
	case LK_AURABLADE:		/* �I?���u��?�h */
	case LK_PARRYING:		/* �p���C���O */
	case LK_CONCENTRATION:	/* �R���Z���g��?�V���� */
//	case LK_BERSERK:		/* �o?�T?�N */
	case HP_ASSUMPTIO:		/*  */
	case WS_CARTBOOST:		/* �J?�g�u?�X�g */
	case SN_SIGHT:			/* �g�D��?�T�C�g */
	case WS_MELTDOWN:		/* �����g�_�E�� */
	case ST_REJECTSWORD:	/* ���W�F�N�g�\?�h */
	case HW_MAGICPOWER:		/* ���@��?�� */
	case PF_MEMORIZE:		/* �������C�Y */
	case ASC_EDP:			// [Celest]
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case SM_ENDURE:			/* �C���f���A */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,10000,0 );
		break;
		
	
	case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
		if(bl->type==BL_PC) {
			struct map_session_data *sd2=(struct map_session_data *)bl;
			if(sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 ||
				sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 ||
					sd2->sc_data[SC_ENCPOISON].timer!=-1) {
						clif_skill_nodamage(src,bl,skillid,skilllv,0);
						clif_skill_fail(sd,skillid,0,0);
						break;
			}
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case LK_TENSIONRELAX:	/* �e���V���������b�N�X */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		pc_setsit(sd);
		clif_sitting(sd);
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case LK_BERSERK:		/* �o?�T?�N */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		//sd->status.hp = sd->status.max_hp * 3;
		break;
	case MC_CHANGECART:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		break;
	case AC_CONCENTRATION:	/* �W���͌��� */
		{
			int range = 1;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
			map_foreachinarea( skill_status_change_timer_sub,
				src->m, src->x-range, src->y-range, src->x+range,src->y+range,0,
				src,SkillStatusChangeTable[skillid],tick);
		}
		break;
	case SM_PROVOKE:		/* �v���{�b�N */
		{
			struct status_change *sc_data = battle_get_sc_data(bl);

			/* MVPmob�ƕs���ɂ�?���Ȃ� */
			if((bl->type==BL_MOB && battle_get_mode(bl)&0x20) || battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) //�s���ɂ�?���Ȃ�
			{
				map_freeblock_unlock();
				return 1;
			}

			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );

			if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel)	// �r���W�Q
				skill_castcancel(bl,0);
			if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map[bl->m].flag.gvg)
				&& dstsd->state.skillcastcancel	&& !dstsd->special_state.no_castcancel2)
				skill_castcancel(bl,0);

			if(sc_data){
				if(sc_data[SC_FREEZE].timer!=-1)
					skill_status_change_end(bl,SC_FREEZE,-1);
				if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
					skill_status_change_end(bl,SC_STONE,-1);
				if(sc_data[SC_SLEEP].timer!=-1)
					skill_status_change_end(bl,SC_SLEEP,-1);
			}

			if(bl->type==BL_MOB) {
				int range = skill_get_range(skillid,skilllv);
				if(range < 0)
					range = battle_get_range(src) - (range + 1);
				mob_target((struct mob_data *)bl,src,range);
			}
		}
		break;

	case CR_DEVOTION:		/* �f�B�{?�V���� */
		if(sd && dstsd){
			//?����{�q�̏ꍇ�̌��̐E�Ƃ��Z�o����
			struct pc_base_job dst_s_class = pc_calc_base_job(dstsd->status.class);

			int lv = sd->status.base_level-dstsd->status.base_level;
			lv = (lv<0)?-lv:lv;
			if((dstsd->bl.type!=BL_PC)	// �����PC����Ȃ��Ƃ���
			 ||(sd->bl.id == dstsd->bl.id)	// ���肪�����͂���
			 ||(lv > 10)			// ���x�����}10�܂�
			 ||(!sd->status.party_id && !sd->status.guild_id)	// PT�ɂ��M���h�ɂ���?�����͂���
			 ||((sd->status.party_id != dstsd->status.party_id)	// �����p?�e�B?���A
			 &&(sd->status.guild_id != dstsd->status.guild_id))	// �����M���h����Ȃ��Ƃ���
			 ||(dst_s_class.job==14||dst_s_class.job==21)){	// �N���Z����
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 1;
			}
			for(i=0;i<skilllv;i++){
				if(!sd->dev.val1[i]){		// �󂫂�������������
					sd->dev.val1[i] = bl->id;
					sd->dev.val2[i] = bl->id;
					break;
				}else if(i==skilllv-1){		// �󂫂��Ȃ�����
					clif_skill_fail(sd,skillid,0,0);
					map_freeblock_unlock();
					return 1;
				}
			}
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			clif_devotion(sd,bl->id);
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],src->id,1,0,0,1000*(15+15*skilllv),0 );
		}
		else	clif_skill_fail(sd,skillid,0,0);
		break;
	case MO_CALLSPIRITS:	// ?��
		if(sd) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
		}
		break;
	case CH_SOULCOLLECT:	// ��?��
		if(sd) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			for(i=0;i<5;i++)
				pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
		}
		break;
	case MO_BLADESTOP:	// ���n���
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case MO_ABSORBSPIRITS:	// ?�D
		i=0;
		if(sd && dstsd) {
			if(sd == dstsd || map[sd->bl.m].flag.pvp || map[sd->bl.m].flag.gvg) {
				if(dstsd->spiritball > 0) {
					clif_skill_nodamage(src,bl,skillid,skilllv,1);
					i = dstsd->spiritball * 7;
					pc_delspiritball(dstsd,dstsd->spiritball,0);
					if(i > 0x7FFF)
						i = 0x7FFF;
					if(sd->status.sp + i > sd->status.max_sp)
						i = sd->status.max_sp - sd->status.sp;
					}
			}
		}else if(sd && dstmd){ //?�ۂ������X�^?�̏ꍇ
			//20%�̊m����?�ۂ�Lv*2��SP���񕜂���B���������Ƃ��̓^?�Q�b�g(��?�D?)��????!!
			if(rand()%100<20){
				i=2*mob_db[dstmd->class].lv;
				mob_target(dstmd,src,0);
			}
		}
		if(i){
						sd->status.sp += i;
					clif_heal(sd->fd,SP_SP,i);
				}
				else
					clif_skill_nodamage(src,bl,skillid,skilllv,0);
		break;

	case AC_MAKINGARROW:			/* ��쐬 */
		if(sd) {
			clif_arrow_create_list(sd);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;

	case AM_PHARMACY:			/* �|?�V�����쐬 */
		if(sd) {
			clif_skill_produce_mix_list(sd,32);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;
	case WS_CREATECOIN:				/* �N���G�C�g�R�C�� */
		if(sd) {
			clif_skill_produce_mix_list(sd,64);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;
	case WS_CREATENUGGET:			/* �򐻑� */
		if(sd) {
			clif_skill_produce_mix_list(sd,128);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;
	case ASC_CDP: // [DracoRPG]
		// notes: success rate (from emperium.org) = 20 + [(20*Dex)/50] + [(20*Luk)/100]
		if(sd) {
			clif_skill_produce_mix_list(sd,256);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;	
	case BS_HAMMERFALL:		/* �n���}?�t�H?�� */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage )
			break;
		if( rand()%100 < (20+ 10*skilllv)*sc_def_vit/100 ) {
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		}
		break;

	case RG_RAID:			/* �T�v���C�Y�A�^�b�N */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		{
			int x=bl->x,y=bl->y;
			skill_area_temp[1]=bl->id;
			skill_area_temp[2]=x;
			skill_area_temp[3]=y;
			map_foreachinarea(skill_area_sub,
				bl->m,x-1,y-1,x+1,y+1,0,
				src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
				skill_castend_damage_id);
		}
		skill_status_change_end(src, SC_HIDING, -1);	// �n�C�f�B���O����
		break;

	case KN_BRANDISHSPEAR:	/*�u�����f�B�b�V���X�s�A*/
		{
			int c,n=4,ar;
			int dir = map_calc_dir(src,bl->x,bl->y);
			struct square tc;
			int x=bl->x,y=bl->y;
			ar=skilllv/3;
			skill_brandishspear_first(&tc,dir,x,y);
			skill_brandishspear_dir(&tc,dir,4);
			/* ��?�C */
			if(skilllv == 10){
				for(c=1;c<4;c++){
					map_foreachinarea(skill_area_sub,
						bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0,
						src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
						skill_castend_damage_id);
				}
			}
			/* ��?�B�A */
			if(skilllv > 6){
				skill_brandishspear_dir(&tc,dir,-1);
				n--;
			}else{
				skill_brandishspear_dir(&tc,dir,-2);
				n-=2;
			}

			if(skilllv > 3){
				for(c=0;c<5;c++){
					map_foreachinarea(skill_area_sub,
						bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0,
						src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
						skill_castend_damage_id);
					if(skilllv > 6 && n==3 && c==4){
						skill_brandishspear_dir(&tc,dir,-1);
						n--;c=-1;
					}
				}
			}
			/* ��?�@ */
			for(c=0;c<10;c++){
				if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
				map_foreachinarea(skill_area_sub,
					bl->m,tc.val1[c%5],tc.val2[c%5],tc.val1[c%5],tc.val2[c%5],0,
					src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
					skill_castend_damage_id);
			}
		}
		break;

	/* �p?�e�B�X�L�� */
	case AL_ANGELUS:		/* �G���W�F���X */
	case PR_MAGNIFICAT:		/* �}�O�j�t�B�J?�g */
	case PR_GLORIA:			/* �O�����A */
	case SN_WINDWALK:		/* �E�C���h�E�H?�N */
		if(sd == NULL || sd->status.party_id==0 || (flag&1) ){
			/* �•ʂ�?�� */
			clif_skill_nodamage(bl,bl,skillid,skilllv,1);
			if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
				break;
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
		}
		else{
			/* �p?�e�B�S?�ւ�?�� */
			party_foreachsamemap(skill_area_sub,
				sd,1,
				src,skillid,skilllv,tick, flag|BCT_PARTY|1,
				skill_castend_nodamage_id);
		}
		break;
	case BS_ADRENALINE:		/* �A�h���i�������b�V�� */
	case BS_WEAPONPERFECT:	/* �E�F�|���p?�t�F�N�V���� */
	case BS_OVERTHRUST:		/* �I?�o?�g���X�g */
		if(sd == NULL || sd->status.party_id==0 || (flag&1) ){
			/* �•ʂ�?�� */
			clif_skill_nodamage(bl,bl,skillid,skilllv,1);
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0);
		}
		else{
			/* �p?�e�B�S?�ւ�?�� */
			party_foreachsamemap(skill_area_sub,
				sd,1,
				src,skillid,skilllv,tick, flag|BCT_PARTY|1,
				skill_castend_nodamage_id);
		}
		break;

	/*�i�t���Ɖ������K�v�j */
	case BS_MAXIMIZE:		/* �}�L�V�}�C�Y�p��? */
	case NV_TRICKDEAD:		/* ���񂾂ӂ� */
	case CR_DEFENDER:		/* �f�B�t�F���_? */
	case CR_AUTOGUARD:		/* �I?�g�K?�h */
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			int sc=SkillStatusChangeTable[skillid];
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if( tsc_data ){
				if( tsc_data[sc].timer==-1 )
					/* �t������ */
					skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
				else
					/* �������� */
					skill_status_change_end(bl, sc, -1);
			}
		}
		break;

	case TF_HIDING:			/* �n�C�f�B���O */
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			int sc=SkillStatusChangeTable[skillid];
			clif_skill_nodamage(src,bl,skillid,-1,1);
			if( tsc_data ){
				if( tsc_data[sc].timer==-1 )
				/* �t������ */
				skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
			else
				/* �������� */
				skill_status_change_end(bl, sc, -1);
		}
		}
		break;

	case AS_CLOAKING:		/* �N��?�L���O */
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			int sc=SkillStatusChangeTable[skillid];
			clif_skill_nodamage(src,bl,skillid,-1,1);
			if( tsc_data ){
				if( tsc_data[sc].timer==-1 )
				/* �t������ */
				skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
			else
				/* �������� */
				skill_status_change_end(bl, sc, -1);
			}
			//skill_check_cloaking(bl);
		}
		break;

	case ST_CHASEWALK:			/* �n�C�f�B���O */
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			int sc=SkillStatusChangeTable[skillid];
			clif_skill_nodamage(src,bl,skillid,-1,1);
			if( tsc_data ){
				if( tsc_data[sc].timer==-1 )
				/* �t������ */
				skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
			else
				/* �������� */
				skill_status_change_end(bl, sc, -1);
			}
		}
		break;

	/* ?�n�X�L�� */
	case BD_LULLABY:			/* �q��S */
	case BD_RICHMANKIM:			/* �j�����h�̉� */
	case BD_ETERNALCHAOS:		/* �i���̍��� */
	case BD_DRUMBATTLEFIELD:	/* ?���ۂ̋��� */
	case BD_RINGNIBELUNGEN:		/* �j?�x�����O�̎w�� */
	case BD_ROKISWEIL:			/* ���L�̋��� */
	case BD_INTOABYSS:			/* �[���̒��� */
	case BD_SIEGFRIED:			/* �s���g�̃W?�N�t��?�h */
	case BA_DISSONANCE:			/* �s���a�� */
	case BA_POEMBRAGI:			/* �u���M�̎� */
	case BA_WHISTLE:			/* ���J */
	case BA_ASSASSINCROSS:		/* �[�z�̃A�T�V���N���X */
	case BA_APPLEIDUN:			/* �C�h�D���̗ь� */
	case DC_UGLYDANCE:			/* ��������ȃ_���X */
	case DC_HUMMING:			/* �n�~���O */
	case DC_DONTFORGETME:		/* ����Y��Ȃ��Łc */
	case DC_FORTUNEKISS:		/* �K�^�̃L�X */
	case DC_SERVICEFORYOU:		/* �T?�r�X�t�H?��? */
	case CG_MOONLIT:			/* ������̐�ɗ�����Ԃт� */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
		break;

	case HP_BASILICA:			/* �o�W���J */
		{
			// cancel Basilica if already in effect
			struct status_change *sc_data = battle_get_sc_data(src);
			if(sc_data && sc_data[SC_BASILICA].timer != -1){
				struct skill_unit *su;
				if ((su = (struct skill_unit *)sc_data[SC_BASILICA].val4)) {
					struct skill_unit_group *sg;
					if ((sg = su->group) && sg->src_id == sd->bl.id) {
						skill_status_change_end(src,SC_BASILICA,-1);
						skill_delunitgroup (sg);
						break;
					}
				}
			} else {
				// otherwise allow casting
				skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
				skill_clear_unitgroup(src);
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
			}
		}
		break;

	case PA_GOSPEL:				/* �S�X�y�� */
		skill_clear_unitgroup(src);
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
		break;

	case BD_ADAPTATION:			/* �A�h���u */
		{
			struct status_change *sc_data = battle_get_sc_data(src);
			if(sc_data && sc_data[SC_DANCING].timer!=-1){
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				skill_stop_dancing(src,0);
			}
		}
		break;

	case BA_FROSTJOKE:			/* �����W��?�N */
	case DC_SCREAM:				/* �X�N��?�� */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_addtimerskill(src,tick+3000,bl->id,0,0,skillid,skilllv,0,flag);
		break;

	case TF_STEAL:			// �X�e�B?��
		if(sd) {
			if(pc_steal_item(sd,bl))
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
			else
				clif_skill_fail(sd,skillid,0x0a,0);
		}
		break;

	case RG_STEALCOIN:		// �X�e�B?���R�C��
	if(sd) {
			if(pc_steal_coin(sd,bl)) {
				int range = skill_get_range(skillid,skilllv);
				if(range < 0)
					range = battle_get_range(src) - (range + 1);
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				mob_target((struct mob_data *)bl,src,range);
			}
			else
				clif_skill_fail(sd,skillid,0,0);
		}
		break;

	case MG_STONECURSE:			/* �X�g?���J?�X */
		if (bl->type==BL_MOB && battle_get_mode(bl)&0x20) {
			clif_skill_fail(sd,sd->skillid,0,0);
			break;
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		if( rand()%100 < skilllv*4+20 && !battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
			skill_status_change_start(bl,SC_STONE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		else if(sd)
			clif_skill_fail(sd,skillid,0,0);
		break;

	case NV_FIRSTAID:			/* ?�}��? */
		clif_skill_nodamage(src,bl,skillid,5,1);
		battle_heal(NULL,bl,5,0,0);
		break;

	case AL_CURE:				/* �L���A? */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		skill_status_change_end(bl, SC_SILENCE	, -1 );
		skill_status_change_end(bl, SC_BLIND	, -1 );
		skill_status_change_end(bl, SC_CONFUSION, -1 );
		if( battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)) ){//�A���f�b�h�Ȃ�È�?��
			skill_status_change_start(bl, SC_CONFUSION,1,0,0,0,6000,0);
		}
		break;

	case TF_DETOXIFY:			/* ��� */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_status_change_end(bl, SC_POISON	, -1 );
		skill_status_change_end(bl, SC_DPOISON	, -1 );
		break;

	case PR_STRECOVERY:			/* ���J�o��? */
		{
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
				break;
			skill_status_change_end(bl, SC_FREEZE	, -1 );
			skill_status_change_end(bl, SC_STONE	, -1 );
			skill_status_change_end(bl, SC_SLEEP	, -1 );
			skill_status_change_end(bl, SC_STAN		, -1 );
			if( battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)) ){//�A���f�b�h�Ȃ�È�?��
				int blind_time;
				//blind_time=30-battle_get_vit(bl)/10-battle_get_int/15;
				blind_time=30*(100-(battle_get_int(bl)+battle_get_vit(bl))/2)/100;
				if(rand()%100 < (100-(battle_get_int(bl)/2+battle_get_vit(bl)/3+battle_get_luk(bl)/10)))
					skill_status_change_start(bl, SC_BLIND,1,0,0,0,blind_time,0);
			}
			if(dstmd){
				dstmd->attacked_id=0;
				dstmd->target_id=0;
				dstmd->state.targettype = NONE_ATTACKABLE;
				dstmd->state.skillstate=MSS_IDLE;
				dstmd->next_walktime=tick+rand()%3000+3000;
			}
		}
		break;

	case WZ_ESTIMATION:			/* �����X�^?��� */
		if(src->type==BL_PC){
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			clif_skill_estimation((struct map_session_data *)src,bl);
		}
		break;

	case MC_IDENTIFY:			/* �A�C�e���Ӓ� */
		if(sd)
			clif_item_identify_list(sd);
		break;

	case BS_REPAIRWEAPON:			/* ����C�� */
		if(sd) {
//���삵�Ȃ��̂łƂ肠�����R�����g�A�E�g
			if (pc_search_inventory(sd, 999) < 0 ) { //fixed by Lupus (item pos can be = 0!)
				clif_skill_fail(sd,sd->skillid,0,0);
				map_freeblock_unlock();
				return 1;
			}
			clif_item_repair_list(sd);
		}
		break;

	case MC_VENDING:			/* �I�X�J�� */
		if(sd)
			clif_openvendingreq(sd,2+sd->skilllv);
		break;

	case AL_TELEPORT:			/* �e���|?�g */
		if( sd ){
			if(map[sd->bl.m].flag.noteleport){	/* �e���|�֎~ */
				clif_skill_teleportmessage(sd,0);
				break;
			}
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if( sd->skilllv==1 )
				clif_skill_warppoint(sd,sd->skillid,"Random","","","");
			else{
				clif_skill_warppoint(sd,sd->skillid,"Random",
					sd->status.save_point.map,"","");
			}
		}else if( bl->type==BL_MOB )
			mob_warp((struct mob_data *)bl,-1,-1,-1,3);
		break;

	case AL_HOLYWATER:			/* �A�N�A�x�l�f�B�N�^ */
		if(sd) {
			int eflag;
			struct item item_tmp;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			memset(&item_tmp,0,sizeof(item_tmp));
			item_tmp.nameid = 523;
			item_tmp.identify = 1;
			if(battle_config.holywater_name_input) {
				item_tmp.card[0] = 0xfe;
				item_tmp.card[1] = 0;
				*((unsigned long *)(&item_tmp.card[2]))=sd->char_id;	/* �L����ID */
			}
			eflag = pc_additem(sd,&item_tmp,1);
			if(eflag) {
				clif_additem(sd,0,0,eflag);
				map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
			}
		}
		break;
	case TF_PICKSTONE:
		if(sd) {
			int eflag;
			struct item item_tmp;
			struct block_list tbl;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			memset(&item_tmp,0,sizeof(item_tmp));
			memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
			item_tmp.nameid = 7049;
			item_tmp.identify = 1;
			tbl.id = 0;
			clif_takeitem(&sd->bl,&tbl);
			eflag = pc_additem(sd,&item_tmp,1);
			if(eflag) {
				clif_additem(sd,0,0,eflag);
				map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
			}
		}
		break;

	case RG_STRIPWEAPON:		/* �X�g���b�v�E�F�|�� */
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			
			if(tsc_data && tsc_data[SC_CP_WEAPON].timer != -1 )
				break;
			strip_per = 5+2*skilllv+strip_fix/5;
			strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
			if(rand()%100 < strip_per){
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
				if(dstsd){
					for(i=0;i<MAX_INVENTORY;i++){
						if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0002){
							pc_unequipitem(dstsd,i,0,BF_SKILL);
							break;
						}
					}
				}
			}
		}
		break;

	case RG_STRIPSHIELD:		/* �X�g���b�v�V?���h */
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			
			if(tsc_data && tsc_data[SC_CP_SHIELD].timer != -1 )
				break;
			strip_per = 5+2*skilllv+strip_fix/5;
			strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
			if(rand()%100 < strip_per){
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
				if(dstsd){
					for(i=0;i<MAX_INVENTORY;i++){
						if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0020){
							pc_unequipitem(dstsd,i,0,BF_SKILL);
							break;
						}
					}
				}
			}
		}
		break;

	case RG_STRIPARMOR:			/* �X�g���b�v�A?�}? */
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			
			if(tsc_data && tsc_data[SC_CP_ARMOR].timer != -1 )
				break;
			strip_per = 5+2*skilllv+strip_fix/5;
			strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
			if(rand()%100 < strip_per){
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
				if(dstsd){
					for(i=0;i<MAX_INVENTORY;i++){
						if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0010){
							pc_unequipitem(dstsd,i,0,BF_SKILL);
							break;
						}
					}
				}
			}
		}
		break;

	case RG_STRIPHELM:			/* �X�g���b�v�w���� */
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			
			if(tsc_data && tsc_data[SC_CP_HELM].timer != -1 )
				break;
			strip_per = 5+2*skilllv+strip_fix/5;
			strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
			if(rand()%100 < strip_per){
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 );
				if(dstsd){
					for(i=0;i<MAX_INVENTORY;i++){
						if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0100){
							pc_unequipitem(dstsd,i,0,BF_SKILL);
							break;
						}
					}
				}
			}
		}
		break;

	// Full Strip [Celest]
	case ST_FULLSTRIP:
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			int c=0, i, j;
			int striplist[2][4] = { { 0, 0, 0, 0 },
				{ 0x0002, 0x0020, 0x0010, 0x0100 } };

			strip_per = 5+2*skilllv+strip_fix/5;
			strip_time = skill_get_time(skillid,skilllv)+strip_fix/2;
			for (i=0; i<4; i++) {
				if(tsc_data && tsc_data[SC_CP_WEAPON + i].timer != -1)
					break;
				if(rand()%100 < strip_per) {
					striplist[0][i] = 1;
					c++;
				}
			}

			if (c > 0) {
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				for (j=0; j<4 && c > 0; j++) {
					if (striplist[0][j]) {
						skill_status_change_start(bl,SC_STRIPWEAPON + i,skilllv,0,0,0,strip_time,0 );
						if(dstsd){
							for(i=0;i<MAX_INVENTORY;i++){
								if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & striplist[1][j]){
									pc_unequipitem(dstsd,i,0,BF_SKILL);
									--c;
									break;
								}
							}
						}
					}
				}
			}
		}
		break;


	/* PotionPitcher */
	case AM_POTIONPITCHER:		/* �|?�V�����s�b�`��? */
		{
			struct block_list tbl;
			int i,x,hp = 0,sp = 0;
			if(sd) {
				if(sd==dstsd) {	// cancel use on oneself
					map_freeblock_unlock();
					return 1;
				}
				x = skilllv%11 - 1;
				i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
				if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
					clif_skill_fail(sd,skillid,0,0);
					map_freeblock_unlock();
					return 1;
				}
				if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
					clif_skill_fail(sd,skillid,0,0);
					map_freeblock_unlock();
					return 1;
				}
				sd->state.potionpitcher_flag = 1;
				sd->potion_hp = sd->potion_sp = sd->potion_per_hp = sd->potion_per_sp = 0;
				sd->skilltarget = bl->id;
				run_script(sd->inventory_data[i]->use_script,0,sd->bl.id,0);
				pc_delitem(sd,i,skill_db[skillid].amount[x],0);
				sd->state.potionpitcher_flag = 0;
				if(sd->potion_per_hp > 0 || sd->potion_per_sp > 0) {
					hp = battle_get_max_hp(bl) * sd->potion_per_hp / 100;
					hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
					if(dstsd) {
						sp = dstsd->status.max_sp * sd->potion_per_sp / 100;
						sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
					}
				}
				else {
					if(sd->potion_hp > 0) {
						hp = sd->potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
						hp = hp * (100 + (battle_get_vit(bl)<<1)) / 100;
						if(dstsd)
							hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
					}
					if(sd->potion_sp > 0) {
						sp = sd->potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
						sp = sp * (100 + (battle_get_int(bl)<<1)) / 100;
						if(dstsd)
							sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
					}
				}
			}
			else {
				hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
				hp = hp * (100 + (battle_get_vit(bl)<<1)) / 100;
				if(dstsd)
					hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
			}
			tbl.id = 0;
			tbl.m = src->m;
			tbl.x = src->x;
			tbl.y = src->y;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(hp > 0 || (hp <= 0 && sp <= 0))
				clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
			if(sp > 0)
				clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1);
			battle_heal(src,bl,hp,sp,0);
		}
		break;
	case AM_CP_WEAPON:
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(tsc_data && tsc_data[SC_STRIPWEAPON].timer != -1)
				skill_status_change_end(bl, SC_STRIPWEAPON, -1 );
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		}
		break;
	case AM_CP_SHIELD:
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(tsc_data && tsc_data[SC_STRIPSHIELD].timer != -1)
				skill_status_change_end(bl, SC_STRIPSHIELD, -1 );
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		}
		break;
	case AM_CP_ARMOR:
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(tsc_data && tsc_data[SC_STRIPARMOR].timer != -1)
				skill_status_change_end(bl, SC_STRIPARMOR, -1 );
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		}
		break;
	case AM_CP_HELM:
		{
			struct status_change *tsc_data = battle_get_sc_data(bl);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(tsc_data && tsc_data[SC_STRIPHELM].timer != -1)
				skill_status_change_end(bl, SC_STRIPHELM, -1 );
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		}
		break;

	case SA_DISPELL:			/* �f�B�X�y�� */
		{
			int i;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
				break;
			for(i=0;i<136;i++){
				if(i==SC_RIDING || i== SC_FALCON || i==SC_HALLUCINATION || i==SC_WEIGHT50
					|| i==SC_WEIGHT90 || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR
					|| i==SC_STRIPHELM || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR
					|| i==SC_CP_HELM || i==SC_COMBO)
						continue;
				skill_status_change_end(bl,i,-1);
			}
		}
		break;

	case TF_BACKSLIDING:		/* �o�b�N�X�e�b�v */
		battle_stopwalking(src,1);
		skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
		if(src->type == BL_MOB)
			clif_fixmobpos((struct mob_data *)src);
		else if(src->type == BL_PET)
			clif_fixpetpos((struct pet_data *)src);
		else if(src->type == BL_PC)
			clif_fixpos(src);
		skill_addtimerskill(src,tick + 200,src->id,0,0,skillid,skilllv,0,flag);
		break;

	case SA_CASTCANCEL:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_castcancel(src,1);
		if(sd) {
			int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
			sp = sp * (90 - (skilllv-1)*20) / 100;
			if(sp < 0) sp = 0;
			pc_heal(sd,0,-sp);
		}
		break;
	case SA_SPELLBREAKER:	// �X�y���u���C�J?
		{
			struct status_change *sc_data = battle_get_sc_data(bl);
			int sp;
			if(sc_data && sc_data[SC_MAGICROD].timer != -1) {
				if(dstsd) {
					sp = skill_get_sp(skillid,skilllv);
					sp = sp * sc_data[SC_MAGICROD].val2 / 100;
					if(sp > 0x7fff) sp = 0x7fff;
					else if(sp < 1) sp = 1;
					if(dstsd->status.sp + sp > dstsd->status.max_sp) {
						sp = dstsd->status.max_sp - dstsd->status.sp;
						dstsd->status.sp = dstsd->status.max_sp;
					}
					else
						dstsd->status.sp += sp;
					clif_heal(dstsd->fd,SP_SP,sp);
				}
				clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1);
				if(sd) {
					sp = sd->status.max_sp/5;
					if(sp < 1) sp = 1;
					pc_heal(sd,0,-sp);
				}
			}
			else {
				int bl_skillid=0,bl_skilllv=0;
				if(bl->type == BL_PC) {
					if(dstsd && dstsd->skilltimer != -1) {
						bl_skillid = dstsd->skillid;
						bl_skilllv = dstsd->skilllv;
					}
				}
				else if(bl->type == BL_MOB) {
					if(dstmd && dstmd->skilltimer != -1) {
						bl_skillid = dstmd->skillid;
						bl_skilllv = dstmd->skilllv;
					}
				}
				if(bl_skillid > 0 && skill_db[bl_skillid].skill_type == BF_MAGIC) {
					clif_skill_nodamage(src,bl,skillid,skilllv,1);
					skill_castcancel(bl,0);
					sp = skill_get_sp(bl_skillid,bl_skilllv);
					if(dstsd)
						pc_heal(dstsd,0,-sp);
					if(sd) {
						sp = sp*(25*(skilllv-1))/100;
						if(skilllv > 1 && sp < 1) sp = 1;
						if(sp > 0x7fff) sp = 0x7fff;
						else if(sp < 1) sp = 1;
						if(sd->status.sp + sp > sd->status.max_sp) {
							sp = sd->status.max_sp - sd->status.sp;
							sd->status.sp = sd->status.max_sp;
						}
						else
							sd->status.sp += sp;
						clif_heal(sd->fd,SP_SP,sp);
					}
				}
				else if(sd)
					clif_skill_fail(sd,skillid,0,0);
			}
		}
		break;
	case SA_MAGICROD:
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case SA_AUTOSPELL:			/* �I?�g�X�y�� */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(sd)
			clif_autospell(sd,skilllv);
		else {
			int maxlv=1,spellid=0;
			static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
			if(skilllv >= 10) {
				spellid = MG_FROSTDIVER;
				maxlv = skilllv - 9;
			}
			else if(skilllv >=8) {
				spellid = MG_FIREBALL;
				maxlv = skilllv - 7;
			}
			else if(skilllv >=5) {
				spellid = MG_SOULSTRIKE;
				maxlv = skilllv - 4;
			}
			else if(skilllv >=2) {
				int i = rand()%3;
				spellid = spellarray[i];
				maxlv = skilllv - 1;
			}
			else if(skilllv > 0) {
				spellid = MG_NAPALMBEAT;
				maxlv = 3;
			}
			if(spellid > 0)
				skill_status_change_start(src,SC_AUTOSPELL,skilllv,spellid,maxlv,0,
					skill_get_time(SA_AUTOSPELL,skilllv),0);
		}
		break;

	/* �����_��?��?���A��?��?���A�n�A�΁A�� */
	case NPC_ATTRICHANGE:
	case NPC_CHANGEWATER:
	case NPC_CHANGEGROUND:
	case NPC_CHANGEFIRE:
	case NPC_CHANGEWIND:
	/* �ŁA���A�O�A�� */
	case NPC_CHANGEPOISON:
	case NPC_CHANGEHOLY:
	case NPC_CHANGEDARKNESS:
	case NPC_CHANGETELEKINESIS:
		if(md){
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			md->def_ele=skill_get_pl(skillid);
			if(md->def_ele==0)			/* �����_��?���A�������A*/
				md->def_ele=rand()%10;	/* �s��?���͏��� */
			md->def_ele+=(1+rand()%4)*20;	/* ?�����x���̓����_�� */
		}
		break;

	case NPC_PROVOCATION:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(md)
			clif_pet_performance(src,mob_db[md->class].skill[md->skillidx].val[0]);
		break;

	case NPC_HALLUCINATION:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
			break;
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;

	case NPC_KEEPING:
	case NPC_BARRIER:
		{
			int skill_time = skill_get_time(skillid,skilllv);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_time,0 );
			if (bl->type == BL_MOB)
				mob_changestate((struct mob_data *)src,MS_DELAY,skill_time);
			else if (bl->type == BL_PC)
				sd->attackabletime = sd->canmove_tick = tick + skill_time;
		}
		break;

	case NPC_DARKBLESSING:
		{
			int sc_def = 100 - battle_get_mdef(bl);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
				break;
			if(battle_get_elem_type(bl) == 7 || battle_get_race(bl) == 6)
				break;
			if(rand()%100 < sc_def*(50+skilllv*5)/100) {
				if(dstsd) {
					int hp = battle_get_hp(bl)-1;
					pc_heal(dstsd,-hp,0);
				}
				else if(dstmd)
					dstmd->hp = 1;
			}
		}
		break;

	case NPC_SELFDESTRUCTION:	/* ���� */
	case NPC_SELFDESTRUCTION2:	/* ����2 */
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0);
		break;
	case NPC_LICK:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage )
			break;
		if(dstsd)
			pc_heal(dstsd,0,-100);
		if(rand()%100 < (skilllv*5)*sc_def_vit/100)
			skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case NPC_SUICIDE:			/* ���� */
		if(src && bl){
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if (md)
				mob_damage(NULL,md,md->hp,0);
			else if (sd)
				pc_damage(NULL,sd,sd->status.hp);
		}
		break;

	case NPC_SUMMONSLAVE:		/* �艺���� */
	case NPC_SUMMONMONSTER:		/* MOB���� */
		if(md && !md->master_id){
			mob_summonslave(md,mob_db[md->class].skill[md->skillidx].val,skilllv,(skillid==NPC_SUMMONSLAVE)?1:0);
		}
		break;

	case NPC_TRANSFORMATION:
	case NPC_METAMORPHOSIS:
		if(md)
			mob_class_change(md,mob_db[md->class].skill[md->skillidx].val);
		break;

	case NPC_EMOTION:			/* �G��?�V���� */
		if(md)
			clif_emotion(&md->bl,mob_db[md->class].skill[md->skillidx].val[0]);
		break;

	case NPC_DEFENDER:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		break;

	case WE_MALE:				/* �N�����͌��� */
		if(sd && dstsd){
			int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
			int gain_hp=sd->status.max_hp*abs(hp_rate)/100;// 15%
			clif_skill_nodamage(src,bl,skillid,gain_hp,1);
			battle_heal(NULL,bl,gain_hp,0,0);
		}
		break;
	case WE_FEMALE:				/* ���Ȃ���?��?���ɂȂ�܂� */
		if(sd && dstsd){
			int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
			int gain_sp=sd->status.max_sp*abs(sp_rate)/100;// 15%
			clif_skill_nodamage(src,bl,skillid,gain_sp,1);
			battle_heal(NULL,bl,0,gain_sp,0);
		}
		break;

	case WE_CALLPARTNER:			/* ���Ȃ���?������ */
		if(sd && dstsd){
			if((dstsd = pc_get_partner(sd)) == NULL){
				clif_skill_fail(sd,skillid,0,0);
				return 0;
			}
			if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto || map[dstsd->bl.m].flag.nowarp){
				clif_skill_teleportmessage(sd,1);
				return 0;
			}			
			skill_unitsetting(src,skillid,skilllv,sd->bl.x,sd->bl.y,0);
		}
		break;

	case PF_HPCONVERSION:			/* ���C�t�u������ */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(sd){
			int conv_hp=0,conv_sp=0;
			conv_hp=sd->status.hp/10; //��{��HP��10%
			sd->status.hp -= conv_hp; //HP�����炷
			conv_sp=conv_hp*10*skilllv/100;
			conv_sp=(sd->status.sp+conv_sp>sd->status.max_sp)?sd->status.max_sp-sd->status.sp:conv_sp;
			sd->status.sp += conv_sp; //SP��?�₷
			pc_heal(sd,-conv_hp,conv_sp);
			clif_heal(sd->fd,SP_SP,conv_sp);
		}
		break;
	case HT_REMOVETRAP:				/* ����?�u�g���b�v */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		{
			struct skill_unit *su=NULL;
			struct item item_tmp;
			int flag;
			if((bl->type==BL_SKILL) &&
			   (su=(struct skill_unit *)bl) &&
			   (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) &&
			   (su->group->unit_id >= 0x8f && su->group->unit_id <= 0x99) &&
			   (su->group->unit_id != 0x92)){ //?�����Ԃ�
				if(sd){
					if(battle_config.skill_removetrap_type == 1){
					for(i=0;i<10;i++) {
						if(skill_db[su->group->skill_id].itemid[i] > 0){
							memset(&item_tmp,0,sizeof(item_tmp));
							item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
							item_tmp.identify = 1;
							if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
								clif_additem(sd,0,0,flag);
									map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
								}
							}
						}
					}else{
						memset(&item_tmp,0,sizeof(item_tmp));
						item_tmp.nameid = 1065;
						item_tmp.identify = 1;
						if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
							clif_additem(sd,0,0,flag);
							map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
						}
					}
					
				}
				if(su->group->unit_id == 0x91 && su->group->val2){
					struct block_list *target=map_id2bl(su->group->val2);
					if(target && (target->type == BL_PC || target->type == BL_MOB))
						skill_status_change_end(target,SC_ANKLE,-1);
				}
				skill_delunit(su);
			}
		}
		break;
	case HT_SPRINGTRAP:				/* �X�v�����O�g���b�v */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		{
			struct skill_unit *su=NULL;
			if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
				switch(su->group->unit_id){
					case 0x8f:	/* �u���X�g�}�C�� */
					case 0x90:	/* �X�L�b�h�g���b�v */
					case 0x93:	/* �����h�}�C�� */
					case 0x94:	/* �V���b�N�E�F?�u�g���b�v */
					case 0x95:	/* �T���h�}�� */
					case 0x96:	/* �t���b�V��? */
					case 0x97:	/* �t��?�W���O�g���b�v */
					case 0x98:	/* �N���C���A?�g���b�v */
					case 0x99:	/* �g?�L?�{�b�N�X */
						su->group->unit_id = 0x8c;
						clif_changelook(bl,LOOK_BASE,su->group->unit_id);
						su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
						su->limit=DIFF_TICK(tick+1500,su->group->tick);
				}
			}
		}
		break;
	case BD_ENCORE:					/* �A���R?�� */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(sd)
			skill_use_id(sd,src->id,sd->skillid_dance,sd->skilllv_dance);
		break;

	case AS_SPLASHER:		/* �x�i���X�v���b�V��? */
		if((double)battle_get_max_hp(bl)*2/3 < battle_get_hp(bl)) //HP��2/3�ȏ�?���Ă����玸�s
			return 1;
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,0,skill_get_time(skillid,skilllv),0 );
		break;

	case PF_MINDBREAKER:		/* �v���{�b�N */
		{
			struct status_change *sc_data = battle_get_sc_data(bl);

			/* MVPmob�ƕs���ɂ�?���Ȃ� */
			if((bl->type==BL_MOB && battle_get_mode(bl)&0x20) || battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) //�s���ɂ�?���Ȃ�
			{
				map_freeblock_unlock();
				return 1;
			}

			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );

			if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel)	// �r���W�Q
				skill_castcancel(bl,0);
			if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map[bl->m].flag.gvg)
				&& dstsd->state.skillcastcancel	&& !dstsd->special_state.no_castcancel2)
				skill_castcancel(bl,0);

			if(sc_data){
				if(sc_data[SC_FREEZE].timer!=-1)
					skill_status_change_end(bl,SC_FREEZE,-1);
				if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
					skill_status_change_end(bl,SC_STONE,-1);
				if(sc_data[SC_SLEEP].timer!=-1)
					skill_status_change_end(bl,SC_SLEEP,-1);
			}

			if(bl->type==BL_MOB) {
				int range = skill_get_range(skillid,skilllv);
				if(range < 0)
					range = battle_get_range(src) - (range + 1);
				mob_target((struct mob_data *)bl,src,range);
			}
		}
		break;

	// Weapon Refining [Celest]
	case WS_WEAPONREFINE:
		if(sd)
			clif_item_refine_list(sd);
		break;

	// Slim Pitcher
	case CR_SLIMPITCHER:
		{
			if (sd && flag&1) {
				int hp = sd->potion_hp * (100 + pc_checkskill(sd,CR_SLIMPITCHER)*5 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
				hp = hp * (100 + (battle_get_vit(bl)<<1))/100;
				if (dstsd)
					hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				battle_heal(src,bl,hp,0,0);
			}
		}
		break;
	// Full Chemical Protection
	case CR_FULLPROTECTION:
		{
			int i, skilltime;
			struct status_change *tsc_data = battle_get_sc_data(bl);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			skilltime = skill_get_time(skillid,skilllv);
			for (i=0; i<4; i++) {
				if(tsc_data && tsc_data[SC_STRIPWEAPON + i].timer != -1)
					skill_status_change_end(bl, SC_STRIPWEAPON + i, -1 );
				skill_status_change_start(bl,SC_CP_WEAPON + i,skilllv,0,0,0,skilltime,0 );
			}
		}
		break;

	case RG_CLEANER:	//AppleGirl
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		{
			struct skill_unit *su=NULL;
			if((bl->type==BL_SKILL) &&
			   (su=(struct skill_unit *)bl) &&
			   (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) &&
			   (su->group->unit_id == 0xb0)){ //?�����Ԃ�
				if(sd)
				skill_delunit(su);
			}
		}
		break;

	// New guild skills [Celest]
	case GD_BATTLEORDER:
		{
			struct guild *g = NULL;
			// Only usable during WoE
			if (!agit_flag) {
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 0;
			}
			if(flag&1) {
				if (dstsd && dstsd->status.guild_id == sd->status.guild_id)	{
					skill_status_change_start(&dstsd->bl,SC_BATTLEORDERS,skilllv,0,0,0,0,0 );
				}
			}
			else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
				strcmp(sd->status.name,g->master)==0) {
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				map_foreachinarea(skill_area_sub,
					src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
					src,skillid,skilllv,tick, flag|BCT_ALL|1,
					skill_castend_nodamage_id);
			}
		}
		break;
	case GD_REGENERATION:
		{
			struct guild *g = NULL;
			// Only usable during WoE
			if (!agit_flag) {
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 0;
			}
			if(flag&1) {
				if (dstsd && dstsd->status.guild_id == sd->status.guild_id)	{
					skill_status_change_start(&dstsd->bl,SC_REGENERATION,skilllv,0,0,0,0,0 );
				}
			}
			else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
				strcmp(sd->status.name,g->master)==0) {
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				map_foreachinarea(skill_area_sub,
					src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
					src,skillid,skilllv,tick, flag|BCT_ALL|1,
					skill_castend_nodamage_id);
			}
		}
		break;
	case GD_RESTORE:		
		{
			struct guild *g = NULL;
			// Only usable during WoE
			if (!agit_flag) {
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 0;
			}
			if(flag&1) {
				if (dstsd && dstsd->status.guild_id == sd->status.guild_id)	{
					int hp, sp;
					hp = dstsd->status.max_hp*0.9;
					sp = dstsd->status.max_sp*0.9;
					sp = dstsd->status.sp + sp <= dstsd->status.max_sp ? sp : dstsd->status.max_sp - dstsd->status.sp;
					clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
					battle_heal(NULL,bl,hp,sp,0);
				}
			}
			else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
				strcmp(sd->status.name,g->master)==0) {
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				map_foreachinarea(skill_area_sub,
					src->m,src->x-15,src->y-15,src->x+15,src->y+15,0,
					src,skillid,skilllv,tick, flag|BCT_ALL|1,
					skill_castend_nodamage_id);
			}
		}
		break;
	case GD_EMERGENCYCALL:
		{
			int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
			int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
			int c, j = 0;
			struct guild *g = NULL;
			// Only usable during WoE
			if (!agit_flag) {
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 0;
			}
			// i don't know if it actually summons in a circle, but oh well. ;P
			if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
				strcmp(sd->status.name,g->master)==0) {
				for(i = 0; i < g->max_member; i++, j++) {
					if (j>8) j=0;
					if ((dstsd = g->member[i].sd) != NULL && sd != dstsd &&
						!map[sd->bl.m].flag.nowarpto && !map[dstsd->bl.m].flag.nowarp) {
						clif_skill_nodamage(src,bl,skillid,skilllv,1);
						if ((c=read_gat(sd->bl.m,sd->bl.x+dx[j],sd->bl.y+dy[j]))==1 || c==5)
							dx[j] = dy[j] = 0;
						pc_setpos(dstsd, sd->mapname, sd->bl.x+dx[j], sd->bl.y+dy[j], 2);
					}
				}
			}
		}
		break;
	default:
		printf("Unknown skill used:%d\n",skillid);
		map_freeblock_unlock();
		return 1;
	}

	map_freeblock_unlock();
	return 0;
}

/*==========================================
 * �X�L���g�p�i�r�������AID�w��j
 *------------------------------------------
 */
int skill_castend_id( int tid, unsigned int tick, int id,int data )
{
	struct map_session_data* sd = map_id2sd(id)/*,*target_sd=NULL*/;
	struct block_list *bl;
	int range,inf2;

	nullpo_retr(0, sd);

	if( sd->bl.prev == NULL ) //prev�������̂͂���Ȃ́H
		return 0;

	if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid )	/* �^�C�}ID�̊m�F */
		return 0;
	if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) {
		sd->speed = sd->prev_speed;
		clif_updatestatus(sd,SP_SPEED);
	}
	if(sd->skillid != SA_CASTCANCEL)
		sd->skilltimer=-1;

	if((bl=map_id2bl(sd->skilltarget))==NULL || bl->prev==NULL) {
		sd->canact_tick = tick;
		sd->canmove_tick = tick;
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}
	if(sd->bl.m != bl->m || pc_isdead(sd)) { //�}�b�v���Ⴄ������������ł���
		sd->canact_tick = tick;
		sd->canmove_tick = tick;
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}

	if(sd->skillid == PR_LEXAETERNA) {
		struct status_change *sc_data = battle_get_sc_data(bl);
		if(sc_data && (sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))) {
			clif_skill_fail(sd,sd->skillid,0,0);
			sd->canact_tick = tick;
			sd->canmove_tick = tick;
			sd->skillitem = sd->skillitemlv = -1;
			return 0;
		}
	}
	else if(sd->skillid == RG_BACKSTAP) {
		int dir = map_calc_dir(&sd->bl,bl->x,bl->y),t_dir = battle_get_dir(bl);
		int dist = distance(sd->bl.x,sd->bl.y,bl->x,bl->y);
		if(bl->type != BL_SKILL && (dist == 0 || map_check_dir(dir,t_dir))) {
			clif_skill_fail(sd,sd->skillid,0,0);
			sd->canact_tick = tick;
			sd->canmove_tick = tick;
			sd->skillitem = sd->skillitemlv = -1;
			return 0;
		}
	}

	inf2 = skill_get_inf2(sd->skillid);
	if( ( (skill_get_inf(sd->skillid)&1) || inf2&4 ) &&	// �މ�G??�W�`�F�b�N
		battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0 ) {
		sd->canact_tick = tick;
		sd->canmove_tick = tick;
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}
	if(inf2 & 0xC00 && sd->bl.id != bl->id) {
		int fail_flag = 1;
		if(inf2 & 0x400 && battle_check_target(&sd->bl,bl, BCT_PARTY) > 0)
			fail_flag = 0;
		if(inf2 & 0x800 && sd->status.guild_id > 0 && sd->status.guild_id == battle_get_guild_id(bl))
			fail_flag = 0;
		if(fail_flag) {
			clif_skill_fail(sd,sd->skillid,0,0);
			sd->canact_tick = tick;
			sd->canmove_tick = tick;
			sd->skillitem = sd->skillitemlv = -1;
			return 0;
		}
	}

	range = skill_get_range(sd->skillid,sd->skilllv);
	if(range < 0)
		range = battle_get_range(&sd->bl) - (range + 1);
	range += battle_config.pc_skill_add_range;
	if((sd->skillid == MO_EXTREMITYFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
	   (sd->skillid == CH_TIGERFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
	   (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) ||
	   (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == CH_TIGERFIST))
		range += skill_get_blewcount(MO_COMBOFINISH,sd->sc_data[SC_COMBO].val2);
	if(battle_config.skill_out_range_consume) { // changed to allow casting when target walks out of range [Valaris]
		if(range < distance(sd->bl.x,sd->bl.y,bl->x,bl->y)) {
			clif_skill_fail(sd,sd->skillid,0,0);
			sd->canact_tick = tick;
			sd->canmove_tick = tick;
			sd->skillitem = sd->skillitemlv = -1;
			return 0;
		}
	}
	if(!skill_check_condition(sd,1)) {		/* �g�p?���`�F�b�N */
		sd->canact_tick = tick;
		sd->canmove_tick = tick;
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}
	sd->skillitem = sd->skillitemlv = -1;
	if(battle_config.skill_out_range_consume) {
		if(range < distance(sd->bl.x,sd->bl.y,bl->x,bl->y)) {
			clif_skill_fail(sd,sd->skillid,0,0);
			sd->canact_tick = tick;
			sd->canmove_tick = tick;
			return 0;
		}
	}

	if(battle_config.pc_skill_log)
		printf("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
	pc_stop_walking(sd,0);

	switch( skill_get_nk(sd->skillid) )
	{
	/* �U?�n/������΂��n */
	case 0:	case 2:
		skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
		break;
	case 1:/* �x���n */
		if( (sd->skillid==AL_HEAL || (sd->skillid==ALL_RESURRECTION && bl->type != BL_PC) || sd->skillid==PR_ASPERSIO) && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
			skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
		else
			skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
		break;
	}

	return 0;
}

/*==========================================
 * �X�L���g�p�i�r�������A�ꏊ�w���?�ۂ�?���j
 *------------------------------------------
 */
int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag)
{
	struct map_session_data *sd=NULL;
	int i,tmpx = 0,tmpy = 0, x1 = 0, y1 = 0;

	if(skilllv <= 0) return 0;

	nullpo_retr(0, src);

	if(src->type==BL_PC){
		nullpo_retr(0, sd=(struct map_session_data *)src);
	}
	if( skillid != WZ_METEOR && 
		skillid != WZ_SIGHTRASHER && 
		skillid != AM_CANNIBALIZE &&
		skillid != AM_SPHEREMINE)
		clif_skill_poseffect(src,skillid,skilllv,x,y,tick);

        if (skillnotok(skillid, sd)) // [MouseJstr]
             return 0;

	switch(skillid)
	{
	case PR_BENEDICTIO:			/* ��?�~�� */
		skill_area_temp[1]=src->id;
		map_foreachinarea(skill_area_sub,
			src->m,x-1,y-1,x+1,y+1,0,
			src,skillid,skilllv,tick, flag|BCT_NOENEMY|1,
			skill_castend_nodamage_id);
		map_foreachinarea(skill_area_sub,
			src->m,x-1,y-1,x+1,y+1,0,
			src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
			skill_castend_damage_id);
		break;

	case BS_HAMMERFALL:			/* �n���}?�t�H?�� */
		skill_area_temp[1]=src->id;
		skill_area_temp[2]=x;
		skill_area_temp[3]=y;
		map_foreachinarea(skill_area_sub,
			src->m,x-2,y-2,x+2,y+2,0,
			src,skillid,skilllv,tick, flag|BCT_ENEMY|2,
			skill_castend_nodamage_id);
		break;

	case HT_DETECTING:				/* �f�B�e�N�e�B���O */
		{
			const int range=7;
			map_foreachinarea( skill_status_change_timer_sub,
				src->m, src->x-range, src->y-range, src->x+range,src->y+range,0,
				src,SC_SIGHT,tick);
		}
		break;

	case MG_SAFETYWALL:			/* �Z�C�t�e�B�E�H?�� */
	case MG_FIREWALL:			/* �t�@�C��?�E�H?�� */
	case MG_THUNDERSTORM:		/* �T���_?�X�g?�� */
	case AL_PNEUMA:				/* �j��?�} */
	case WZ_ICEWALL:			/* �A�C�X�E�H?�� */
	case WZ_FIREPILLAR:			/* �t�@�C�A�s��? */
	case WZ_SIGHTRASHER:
	case WZ_QUAGMIRE:			/* �N�@�O�}�C�A */
	case WZ_VERMILION:			/* ��?�h�I�u���@?�~���I�� */
	case WZ_FROSTNOVA:			/* �t���X�g�m���@ */
	case WZ_STORMGUST:			/* �X�g?���K�X�g */
	case WZ_HEAVENDRIVE:		/* �w�����Y�h���C�u */
	case PR_SANCTUARY:			/* �T���N�`���A�� */
	case PR_MAGNUS:				/* �}�O�k�X�G�N�\�V�Y�� */
	case CR_GRANDCROSS:			/* �O�����h�N���X */
	case HT_SKIDTRAP:			/* �X�L�b�h�g���b�v */
	case HT_LANDMINE:			/* �����h�}�C�� */
	case HT_ANKLESNARE:			/* �A���N���X�l�A */
	case HT_SHOCKWAVE:			/* �V���b�N�E�F?�u�g���b�v */
	case HT_SANDMAN:			/* �T���h�}�� */
	case HT_FLASHER:			/* �t���b�V��? */
	case HT_FREEZINGTRAP:		/* �t��?�W���O�g���b�v */
	case HT_BLASTMINE:			/* �u���X�g�}�C�� */
	case HT_CLAYMORETRAP:		/* �N���C���A?�g���b�v */
	case AS_VENOMDUST:			/* �x�m���_�X�g */
	case AM_DEMONSTRATION:			/* �f�����X�g��?�V���� */
	case PF_SPIDERWEB:			/* �X�p�C�_?�E�F�b�u */
	case PF_FOGWALL:			/* �t�H�O�E�H?�� */
	case HT_TALKIEBOX:			/* �g?�L?�{�b�N�X */
		skill_unitsetting(src,skillid,skilllv,x,y,0);
			break;
	
	case RG_GRAFFITI:			/* Graffiti [Valaris] */
		skill_clear_unitgroup(src);
		skill_unitsetting(src,skillid,skilllv,x,y,0);
			break;

	case SA_VOLCANO:		/* �{���P?�m */
	case SA_DELUGE:			/* �f����?�W */
	case SA_VIOLENTGALE:	/* �o�C�I�����g�Q�C�� */
	case SA_LANDPROTECTOR:	/* �����h�v���e�N�^? */
		skill_clear_element_field(src);//?�Ɏ�����?�����Ă���?������N���A
		skill_unitsetting(src,skillid,skilllv,x,y,0);
		break;

	case WZ_METEOR:				//���e�I�X�g?��
		{
			int flag=0;
			for(i=0;i<2+(skilllv>>1);i++) {
				int j=0, c;
				do {
					tmpx = x + (rand()%7 - 3);
					tmpy = y + (rand()%7 - 3);
					if(tmpx < 0)
						tmpx = 0;
					else if(tmpx >= map[src->m].xs)
						tmpx = map[src->m].xs - 1;
					if(tmpy < 0)
						tmpy = 0;
					else if(tmpy >= map[src->m].ys)
						tmpy = map[src->m].ys - 1;
					j++;
				} while(((c=map_getcell(src->m,tmpx,tmpy))==1 || c==5) && j<100);
				if(j >= 100)
					continue;
				if(flag==0){
					clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
					flag=1;
				}
				if(i > 0)
					skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag);
				x1 = tmpx;
				y1 = tmpy;
			}
			skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag);
		}
		break;

	case AL_WARP:				/* ��?�v�|?�^�� */
		if(sd) {
			if(map[sd->bl.m].flag.noteleport)	/* �e���|�֎~ */
				break;
			clif_skill_warppoint(sd,sd->skillid,sd->status.save_point.map,
				(sd->skilllv>1)?sd->status.memo_point[0].map:"",
				(sd->skilllv>2)?sd->status.memo_point[1].map:"",
				(sd->skilllv>3)?sd->status.memo_point[2].map:"");
		}
		break;
	case MO_BODYRELOCATION:
		if(sd){
			pc_movepos(sd,x,y);
		}else if( src->type==BL_MOB )
			mob_warp((struct mob_data *)src,-1,x,y,0);
		break;
	case AM_CANNIBALIZE:	// �o�C�I�v�����g
		if(sd){
			int mx,my,id=0;
			struct mob_data *md;

			mx = x;// + (rand()%10 - 5);
			my = y;// + (rand()%10 - 5);
			id=mob_once_spawn(sd,"this",mx,my,"--ja--",1118,1,"");
			if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
				md->master_id=sd->bl.id;
				md->hp=2210+skilllv*200;
				md->state.special_mob_ai=1;
				md->deletetimer=add_timer(gettick()+skill_get_time(skillid,skilllv),mob_timer_delete,id,0);
			}
			clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
		}
		break;
	case AM_SPHEREMINE:	// �X�t�B�A?�}�C��
		if(sd){
			int mx,my,id=0;
			struct mob_data *md;

			mx = x;// + (rand()%10 - 5);
			my = y;// + (rand()%10 - 5);
			id=mob_once_spawn(sd,"this",mx,my,"--ja--",1142,1,"");
			if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
				md->master_id=sd->bl.id;
				md->hp=1000+skilllv*200;
				md->state.special_mob_ai=2;
				md->deletetimer=add_timer(gettick()+skill_get_time(skillid,skilllv),mob_timer_delete,id,0);
			}
			clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
		}
		break;

	// Slim Pitcher [Celest]
	case CR_SLIMPITCHER:
		{
			if (sd) {
				int x = skilllv%11 - 1;
				int i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
				if(i < 0 || skill_db[skillid].itemid[x] <= 0 || sd->inventory_data[i] == NULL ||
					sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
					clif_skill_fail(sd,skillid,0,0);
					map_freeblock_unlock();
					return 1;
				}
				sd->state.potionpitcher_flag = 1;
				sd->potion_hp = 0;
				run_script(sd->inventory_data[i]->use_script,0,sd->bl.id,0);
				pc_delitem(sd,i,skill_db[skillid].amount[x],0);
				sd->state.potionpitcher_flag = 0;
				if(sd->potion_hp > 0) {
					map_foreachinarea(skill_area_sub,
						src->m,x-3,y-3,x+3,y+3,0,
						src,skillid,skilllv,tick,flag|BCT_ALL|1,
						skill_castend_nodamage_id);					
				}
			}
		}
		break;
	}

	return 0;
}

/*==========================================
 * �X�L���g�p�i�r�������Amap�w��j
 *------------------------------------------
 */
int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map)
{
	int x=0,y=0;

	nullpo_retr(0, sd);
	if( sd->bl.prev == NULL || pc_isdead(sd) )
		return 0;

        if(skillnotok(skill_num, sd))
            return 0;

	if( sd->opt1>0 || sd->status.option&2 )
		return 0;
	//�X�L�����g���Ȃ�?�Ԉُ풆
	if(sd->sc_count){
		if( sd->sc_data[SC_DIVINA].timer!=-1 ||
			sd->sc_data[SC_ROKISWEIL].timer!=-1 ||
			sd->sc_data[SC_AUTOCOUNTER].timer != -1 ||
			sd->sc_data[SC_STEELBODY].timer != -1 ||
			sd->sc_data[SC_DANCING].timer!=-1 ||
			sd->sc_data[SC_BERSERK].timer != -1 ||
			sd->sc_data[SC_MARIONETTE].timer != -1)
			return 0;
		
		if (sd->sc_data[SC_BLOCKSKILL].timer!=-1)
			if (skill_num == sd->sc_data[SC_BLOCKSKILL].val3)
				return 0;
	}

	if( skill_num != sd->skillid)	/* �s���p�P�b�g�炵�� */
		return 0;

	pc_stopattack(sd);

	if(battle_config.pc_skill_log)
		printf("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
	pc_stop_walking(sd,0);

	if(strcmp(map,"cancel")==0)
		return 0;

	switch(skill_num){
	case AL_TELEPORT:		/* �e���|?�g */
		if(strcmp(map,"Random")==0)
			pc_randomwarp(sd,3);
		else
			pc_setpos(sd,sd->status.save_point.map,
				sd->status.save_point.x,sd->status.save_point.y,3);
		break;

	case AL_WARP:			/* ��?�v�|?�^�� */
		{
			const struct point *p[]={
				&sd->status.save_point,&sd->status.memo_point[0],
				&sd->status.memo_point[1],&sd->status.memo_point[2],
			};
			struct skill_unit_group *group;
			int i;
			int maxcount=0;

			if((maxcount = skill_get_maxcount(sd->skillid)) > 0) {
				int c;
				for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
					if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
						c++;
				}
				if(c >= maxcount) {
					clif_skill_fail(sd,sd->skillid,0,0);
					sd->canact_tick = gettick();
					sd->canmove_tick = gettick();
					sd->skillitem = sd->skillitemlv = -1;
					return 0;
				}
			}

			if(sd->skilllv <= 0) return 0;
			for(i=0;i<sd->skilllv;i++){
				if(strcmp(map,p[i]->map)==0){
					x=p[i]->x;
					y=p[i]->y;
					break;
				}
			}
			if(x==0 || y==0)	/* �s���p�P�b�g�H */
				return 0;

			if(!skill_check_condition(sd,3))
				return 0;
			if((group=skill_unitsetting(&sd->bl,sd->skillid,sd->skilllv,sd->skillx,sd->skilly,0))==NULL)
				return 0;
			group->valstr=(char *)aCalloc(24,sizeof(char));
			memcpy(group->valstr,map,24);
			group->val2=(x<<16)|y;
		}
		break;
	}

	return 0;
}

/*==========================================
 * �X�L�����j�b�g�ݒ�?��
 *------------------------------------------
 */
struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag)
{
	struct skill_unit_group *group;
	int i,count=1,limit=10000,val1=0,val2=0;
	int target=BCT_ENEMY,interval=1000,range=0;
	int dir=0,aoe_diameter=0;	// -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
	struct status_change *sc_data = battle_get_sc_data(src);	// for firewall and fogwall - celest

	nullpo_retr(0, src);

	switch(skillid){	/* �ݒ� */

	case MG_SAFETYWALL:			/* �Z�C�t�e�B�E�H?�� */
		limit=skill_get_time(skillid,skilllv);
		val2=skilllv+1;
		interval = -1;
		target=(battle_config.defnotenemy)?BCT_NOENEMY:BCT_ALL;
		break;

	case MG_FIREWALL:			/* �t�@�C��?�E�H?�� */
		if(src->x == x && src->y == y)
			dir = 2;
		else
			dir=map_calc_dir(src,x,y);
		if(dir&1) count=5;
		else count=3;
		limit=skill_get_time(skillid,skilllv);
		if(sc_data) {
			if (sc_data[SC_VIOLENTGALE].timer!=-1) limit *= 1.5;
		}
		// check for sc_data first - Celest
		// if (((struct map_session_data *)src)->sc_data[SC_VIOLENTGALE].timer!=-1)
		//	limit *= 1.5;
		val2=4+skilllv;
		interval=1;
		break;

	case AL_PNEUMA:				/* �j��?�} */
		limit=skill_get_time(skillid,skilllv);
		interval = -1;
		target=(battle_config.defnotenemy)?BCT_NOENEMY:BCT_ALL;
		count = 9;
		break;

	case AL_WARP:				/* ��?�v�|?�^�� */
		target=BCT_ALL;
		val1=skilllv+6;
		if(flag==0)
			limit=2000;
		else
			limit=skill_get_time(skillid,skilllv);
		break;

	case PR_SANCTUARY:			/* �T���N�`���A�� */
		count=21;
		limit=skill_get_time(skillid,skilllv);
		val1=skilllv+3;
		val2=(skilllv>6)?777:skilllv*100;
		target=BCT_ALL;
		range=1;
		break;

	case PR_MAGNUS:				/* �}�O�k�X�G�N�\�V�Y�� */
		count=33;
		limit=skill_get_time(skillid,skilllv);
		interval=3000;
		break;

	case WZ_FIREPILLAR:			/* �t�@�C�A?�s��? */
		if(flag==0)
			limit=skill_get_time(skillid,skilllv);
		else
			limit=1000;
		interval=2000;
		val1=skilllv+2;
		if(skilllv < 6)
			range=1;
		else
			range=2; 
		break;

	case MG_THUNDERSTORM:		/* �T���_?�X�g?�� */
		limit=500;
		range=1;
		break;

	case WZ_FROSTNOVA:		/* �t���X�g�m���@ */
		limit=500;
		range=5;
		break;

	case WZ_HEAVENDRIVE:		/* �w�����Y�h���C�u */
		limit=500;
		range=2;
		break;

	case WZ_METEOR:				/* ���e�I�X�g?�� */
		limit=500;
		range=3;
		break;

	case WZ_SIGHTRASHER:
		limit=500;
		count=41;
		break;

	case WZ_VERMILION:			/* ��?�h�I�u���@?�~���I�� */
		limit=4100;
		interval=1000;
		range=6;
		break;

	case WZ_ICEWALL:			/* �A�C�X�E�H?�� */
		limit=skill_get_time(skillid,skilllv);
		count=5;
		break;

	case WZ_STORMGUST:			/* �X�g?���K�X�g */
		limit=4600;
		interval=450;
		range=5;
		break;

	case WZ_QUAGMIRE:			/* �N�@�O�}�C�A */
		limit=skill_get_time(skillid,skilllv);
		interval=200;
		count=25;
		break;

	case HT_SANDMAN:			/* �T���h�}�� */
	case HT_CLAYMORETRAP:		/* �N���C���A?�g���b�v */
		limit=skill_get_time(skillid,skilllv);
		range=2;
		break;
	case HT_SKIDTRAP:			/* �X�L�b�h�g���b�v */
	case HT_LANDMINE:			/* �����h�}�C�� */
	case HT_ANKLESNARE:			/* �A���N���X�l�A */
	case PF_SPIDERWEB:			/* �X�p�C�_?�E�F�b�u */
	case HT_FLASHER:			/* �t���b�V��? */
	case HT_FREEZINGTRAP:		/* �t��?�W���O�g���b�v */
	case HT_BLASTMINE:			/* �u���X�g�}�C�� */
		limit=skill_get_time(skillid,skilllv);
		range=1;
		break;

	case HT_TALKIEBOX:			/* �g?�L?�{�b�N�X */
		limit=skill_get_time(skillid,skilllv);
		range=1;
		target=BCT_ALL;
		break;

	case HT_SHOCKWAVE:			/* �V���b�N�E�F?�u�g���b�v */
		limit=skill_get_time(skillid,skilllv);
		range=1;
		val1=skilllv*15+10;
		break;

	case AS_VENOMDUST:			/* �x�m���_�X�g */
		limit=skill_get_time(skillid,skilllv);
		interval=1000;
		count=5;
		break;

	case CR_GRANDCROSS:			/* �O�����h�N���X */
		count=29;
		limit=1000;
		interval=300;
		break;

	case SA_VOLCANO:			/* �{���P?�m */
	case SA_DELUGE:				/* �f����?�W */
	case SA_VIOLENTGALE:				/* �o�C�I�����g�Q�C�� */
		limit=skill_get_time(skillid,skilllv);
		count=skilllv<=2?25:(skilllv<=4?49:81);
		target=BCT_ALL;
		break;

	case SA_LANDPROTECTOR:	/* �O�����h�N���X */
		limit=skill_get_time(skillid,skilllv);	// changed to get duration from cast_db (moonsoul)
		val1=skilllv*15+10;
		aoe_diameter=skilllv+skilllv%2+5;
		target=BCT_ALL;
		count=aoe_diameter*aoe_diameter;	// -- this will not function if changed to ^2 (moonsoul)
		break;

	case BD_LULLABY:			/* �q��S */
	case BD_ETERNALCHAOS:		/* �G�^?�i���J�I�X */
	case BD_ROKISWEIL:			/* ���L�̋��� */
		count=81;
		limit=skill_get_time(skillid,skilllv);
		range=5;
		target=BCT_ALL;
		break;
	case BD_RICHMANKIM:
	case BD_DRUMBATTLEFIELD:	/* ?���ۂ̋��� */
	case BD_RINGNIBELUNGEN:		/* �j?�x�����O�̎w�� */
	case BD_INTOABYSS:			/* �[���̒��� */
	case BD_SIEGFRIED:			/* �s���g�̃W?�N�t��?�h */
		count=81;
		limit=skill_get_time(skillid,skilllv);
		range=5;
		target=BCT_PARTY;
		break;

	case BA_WHISTLE:			/* ���J */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=5;
		target=BCT_NOENEMY;
		if(src->type == BL_PC)
			val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1;
		val2 = ((battle_get_agi(src)/10)&0xffff)<<16;
		val2 |= (battle_get_luk(src)/10)&0xffff;
		break;
	case DC_HUMMING:			/* �n�~���O */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=5;
		target=BCT_NOENEMY;
		if(src->type == BL_PC)
			val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
		val2 = battle_get_dex(src)/10;
		break;

	case BA_DISSONANCE:			/* �s���a�� */
	case DC_UGLYDANCE:			/* ��������ȃ_���X */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=5;
		target=BCT_ENEMY;
		break;

	case DC_DONTFORGETME:		/* ����Y��Ȃ��Łc */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=5;
		target=BCT_ENEMY;
		if(src->type == BL_PC)
			val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
		val2 = ((battle_get_str(src)/20)&0xffff)<<16;
		val2 |= (battle_get_agi(src)/10)&0xffff;
		break;
	case BA_POEMBRAGI:			/* �u���M�̎� */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=5;
		target=BCT_NOENEMY;
		if(src->type == BL_PC)
			val1 = pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
		val2 = ((battle_get_dex(src)/10)&0xffff)<<16;
		val2 |= (battle_get_int(src)/5)&0xffff;
		break;
	case BA_APPLEIDUN:			/* �C�h�D���̗ь� */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=5;
		target=BCT_NOENEMY;
		if(src->type == BL_PC)
			val1 = ((pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON))&0xffff)<<16;
		else
			val1 = 0;
		val1 |= (battle_get_vit(src))&0xffff;
		val2 = 0;//�񕜗p�^�C���J�E���^(6�b?��1?��)
		break;
	case DC_SERVICEFORYOU:		/* �T?�r�X�t�H?��? */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=5;
		target=BCT_PARTY;
		if(src->type == BL_PC)
			val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
		val2 = battle_get_int(src)/10;
		break;
	case BA_ASSASSINCROSS:		/* �[�z�̃A�T�V���N���X */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=5;
		target=BCT_NOENEMY;
		if(src->type == BL_PC)
			val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1;
		val2 = battle_get_agi(src)/20;
		break;
	case DC_FORTUNEKISS:		/* �K�^�̃L�X */
		count=49;
		limit=skill_get_time(skillid,skilllv);
		range=5;
		target=BCT_NOENEMY;
		if(src->type == BL_PC)
			val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1;
		val2 = battle_get_luk(src)/10;
		break;

	case AM_DEMONSTRATION:		/* �f�����X�g��?�V���� */
		limit=skill_get_time(skillid,skilllv);
		interval=1000;
		range=1;
		target=BCT_ENEMY;
		break;

	case WE_CALLPARTNER:		/* ���Ȃ��Ɉ������� */
		limit=skill_get_time(skillid,skilllv);
		range=-1;
		break;

	case HP_BASILICA:			/* �o�W���J */
		limit=skill_get_time(skillid,skilllv);
		target=BCT_ALL;
		range=3;
		//Fix to prevent the priest from walking while Basilica is up.
		battle_stopwalking(src,1);
		//skill_status_change_start(src,SC_ANKLE,skilllv,0,0,0,limit,0);
		//sd->canmove_tick = gettick() + limit; // added later [celest]
		break;

	case PA_GOSPEL:		/* �S�X�y�� */
		count=49;
		target=BCT_PARTY;
		limit=skill_get_time(skillid,skilllv);
		break;

	case CG_MOONLIT:
		range=1;
		target=BCT_ALL;
		limit=skill_get_time(skillid,skilllv);
		break;

	case PF_FOGWALL:	/* �t�H�O�E�H?�� */
		count=15;
		limit=skill_get_time(skillid,skilllv);
		if(sc_data) {
			if (sc_data[SC_DELUGE].timer!=-1) limit *= 2;
		}
		break;

	case RG_GRAFFITI:			/* Graffiti */
		count=1;	// Leave this at 1 [Valaris]
		limit=600000;	// Time length [Valaris]
		break;

	case GD_LEADERSHIP:
	case GD_GLORYWOUNDS:
	case GD_SOULCOLD:
	case GD_HAWKEYES:
		range=2;
		target=BCT_NOENEMY;
		limit=600000;
		break;
	}

	nullpo_retr(NULL, group=skill_initunitgroup(src,count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)));
	group->limit=limit;
	group->val1=val1;
	group->val2=val2;
	group->target_flag=target;
	group->interval=interval;
	group->range=range;
	if(skillid==HT_TALKIEBOX ||
	   skillid==RG_GRAFFITI){
		group->valstr=calloc(80, 1);
		if(group->valstr==NULL){
			printf("skill_castend_map: out of memory !\n");
			exit(1);
		}
		memcpy(group->valstr,talkie_mes,80);
	}
	for(i=0;i<count;i++){
		struct skill_unit *unit;
		int ux=x,uy=y,val1=skilllv,val2=0,limit=group->limit,alive=1;
		int range=group->range;
		switch(skillid){	/* �ݒ� */
		case AL_PNEUMA:				/* �j��?�} */
			{
				static const int dx[9]={-1, 0, 1,-1, 0, 1,-1, 0, 1};
				static const int dy[9]={-1,-1,-1, 0, 0, 0, 1, 1, 1};
				ux+=dx[i];
				uy+=dy[i];
			}
			break;
		case MG_FIREWALL:		/* �t�@�C��?�E�H?�� */
			{
				if(dir&1){	/* �΂ߔz�u */
					static const int dx[][5]={
						{ 1,1,0,0,-1 }, { -1,-1,0,0,1 },
					},dy[][5]={
						{ 1,0,0,-1,-1 }, { 1,0,0,-1,-1 },
					};
					ux+=dx[(dir>>1)&1][i];
					uy+=dy[(dir>>1)&1][i];
				}else{	/* �㉺�z�u */
					if(dir%4==0)	/* �㉺ */
						ux+=i-1;
					else			/* ���E */
						uy+=i-1;
				}
				val2=group->val2;
			}
			break;

		case PR_SANCTUARY:		/* �T���N�`���A�� */
			{
				static const int dx[]={
					-1,0,1, -2,-1,0,1,2, -2,-1,0,1,2, -2,-1,0,1,2, -1,0,1 };
				static const int dy[]={
					-2,-2,-2, -1,-1,-1,-1,-1, 0,0,0,0,0, 1,1,1,1,1, 2,2,2, };
				ux+=dx[i];
				uy+=dy[i];
			}
			break;

		case PR_MAGNUS:			/* �}�O�k�X�G�N�\�V�Y�� */
			{
				static const int dx[]={ -1,0,1, -1,0,1, -3,-2,-1,0,1,2,3,
					-3,-2,-1,0,1,2,3, -3,-2,-1,0,1,2,3, -1,0,1, -1,0,1, };
				static const int dy[]={
					-3,-3,-3, -2,-2,-2, -1,-1,-1,-1,-1,-1,-1,
					0,0,0,0,0,0,0, 1,1,1,1,1,1,1, 2,2,2, 3,3,3 };
				ux+=dx[i];
				uy+=dy[i];
			}
			break;

		case WZ_SIGHTRASHER:
			{
				static const int dx[]={
					-5, 0, 5, -4, 0, 4, -3, 0, 3, -2, 0, 2, -1, 0, 1, -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, -1, 0, 1, -2, 0, 2, -3, 0, 3, -4, 0, 4, -5, 0, 5 };
				static const int dy[]={
					-5,-5,-5, -4,-4,-4, -3,-3,-3, -2,-2,-2, -1,-1,-1,  0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,  1, 1, 1,  2, 2, 2,  3, 3, 3,  4, 4, 4,  5, 5, 5 };
				ux+=dx[i];
				uy+=dy[i];
			}
			break;

		case WZ_ICEWALL:		/* �A�C�X�E�H?�� */
			{
				static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
				static const int diry[8]={1,1,0,-1,-1,-1,0,1};
				if(skilllv <= 1)
					val1 = 500;
				else
					val1 = 200 + 200*skilllv;
				if(src->x == x && src->y == y)
					dir = 2;
				else
					dir=map_calc_dir(src,x,y);
				ux+=(2-i)*diry[dir];
				uy+=(i-2)*dirx[dir];
			}
			break;

		case WZ_QUAGMIRE:		/* �N�@�O�}�C�A */
			ux+=(i%5-2);
			uy+=(i/5-2);
			if(i==12)
				range=2;
			else
				range=-1;

			break;

		case AS_VENOMDUST:		/* �x�m���_�X�g */
			{
				static const int dx[]={-1,0,0,0,1};
				static const int dy[]={0,-1,0,1,0};
				ux+=dx[i];
				uy+=dy[i];
			}
			break;

		case CR_GRANDCROSS:		/* �O�����h�N���X */
			{
				static const int dx[]={
					0, 0, -1,0,1, -2,-1,0,1,2, -4,-3,-2,-1,0,1,2,3,4, -2,-1,0,1,2, -1,0,1, 0, 0, };
				static const int dy[]={
					-4, -3, -2,-2,-2, -1,-1,-1,-1,-1, 0,0,0,0,0,0,0,0,0, 1,1,1,1,1, 2,2,2, 3, 4, };
				ux+=dx[i];
				uy+=dy[i];
			}
			break;
		case SA_VOLCANO:			/* �{���P?�m */
		case SA_DELUGE:				/* �f����?�W */
		case SA_VIOLENTGALE:				/* �o�C�I�����g�Q�C�� */
			{
				int u_range=0,central=0;
				if(skilllv<=2){
					u_range=2;
					central=12;
				}else if(skilllv<=4){
					u_range=3;
					central=24;
				}else if(skilllv>=5){
					u_range=4;
					central=40;
				}
				ux+=(i%(u_range*2+1)-u_range);
				uy+=(i/(u_range*2+1)-u_range);

				if(i==central)
					range=u_range;//�����̃��j�b�g��?�ʔ�?�͑S��?
				else
					range=-1;//�����ȊO�̃��j�b�g�͏���
			}
			break;
		case SA_LANDPROTECTOR:				/* �����h�v���e�N�^? */
			{
				int u_range=0;

				if(skilllv<=2) u_range=3;
				else if(skilllv<=4) u_range=4;
				else if(skilllv>=5) u_range=5;

				ux+=(i%(u_range*2+1)-u_range);
				uy+=(i/(u_range*2+1)-u_range);

				range=0;
			}
			break;

		/* �_���X�Ȃ� */
		case BD_LULLABY:		/* �q��� */
		case BD_RICHMANKIM:		/* �j�����h�̉� */
		case BD_ETERNALCHAOS:	/* �i���̍��� */
		case BD_DRUMBATTLEFIELD:/* ?���ۂ̋��� */
		case BD_RINGNIBELUNGEN:	/* �j?�x�����O�̎w�� */
		case BD_ROKISWEIL:		/* ���L�̋��� */
		case BD_INTOABYSS:		/* �[���̒��� */
		case BD_SIEGFRIED:		/* �s���g�̃W?�N�t��?�h */
			ux+=(i%9-4);
			uy+=(i/9-4);
			if(i==40)
				range=4;	/* ���S�̏ꍇ�͔�?��4�ɃI?�o?���C�h */
			else
				range=-1;	/* ���S����Ȃ��ꍇ�͔�?��-1�ɃI?�o?���C�h */
			break;
		case BA_DISSONANCE:		/* �s���a�� */
		case BA_WHISTLE:		/* ���J */
		case BA_ASSASSINCROSS:	/* �[�z�̃A�T�V���N���X */
		case BA_POEMBRAGI:		/* �u���M�̎� */
		case BA_APPLEIDUN:		/* �C�h�D���̗ь� */
		case DC_UGLYDANCE:		/* ��������ȃ_���X */
		case DC_HUMMING:		/* �n�~���O */
		case DC_DONTFORGETME:	/* ����Y��Ȃ��Łc */
		case DC_FORTUNEKISS:	/* �K�^�̃L�X */
		case DC_SERVICEFORYOU:	/* �T?�r�X�t�H?��? */
		case CG_MOONLIT:
			ux+=(i%7-3);
			uy+=(i/7-3);
			if(i==40)
				range=4;	/* ���S�̏ꍇ�͔�?��4�ɃI?�o?���C�h */
			else
				range=-1;	/* ���S����Ȃ��ꍇ�͔�?��-1�ɃI?�o?���C�h */
			break;
		case PA_GOSPEL:		/* �S�X�y�� */
			ux+=(i%7-3);
			uy+=(i/7-3);
			break;
		case PF_FOGWALL:	/* �t�H�O�E�H?�� */
			ux+=(i%5-2);
			uy+=(i/5-1);
			break;
		case RG_GRAFFITI:	/* Graffiti [Valaris] */
			ux+=(i%5-2);
			uy+=(i/5-2);
			break;
		}
		//����X�L���̏ꍇ�ݒu���W��Ƀ����h�v���e�N�^?���Ȃ����`�F�b�N
		if(range<=0)
			map_foreachinarea(skill_landprotector,src->m,ux,uy,ux,uy,BL_SKILL,skillid,&alive);

		if(skillid==WZ_ICEWALL && alive){
			val2=map_getcell(src->m,ux,uy);
			if(val2==5 || val2==1)
				alive=0;
			else {
				map_setcell(src->m,ux,uy,5);
				clif_changemapcell(src->m,ux,uy,5,0);
			}
		}

		if(alive){
			nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy));
			unit->val1=val1;
			unit->val2=val2;
			unit->limit=limit;
			unit->range=range;

			// [celest]
			if (sc_data) {
				// attach the unit's id to the caster
				switch (skillid) {
				case HP_BASILICA:
					if (sc_data[SC_BASILICA].timer!=-1)
						sc_data[SC_BASILICA].val4 = (int)unit;
					break;
				case GD_LEADERSHIP:
					sc_data[SC_LEADERSHIP].val4 = (int)unit;
					break;
				case GD_GLORYWOUNDS:
					sc_data[SC_GLORYWOUNDS].val4 = (int)unit;
					break;
				case GD_SOULCOLD:
					sc_data[SC_SOULCOLD].val4 = (int)unit;
					break;
				case GD_HAWKEYES:
					sc_data[SC_HAWKEYES].val4 = (int)unit;
					break;
				}
			}
		}
	}
	return group;
}

/*==========================================
 * �X�L�����j�b�g��?���C�x���g
 *------------------------------------------
 */
int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick)
{
	struct skill_unit_group *sg;
	struct block_list *ss;
	struct skill_unit_group_tickset *ts;
	struct map_session_data *srcsd=NULL;
	int diff,goflag,splash_count=0;

	nullpo_retr(0, src);
	nullpo_retr(0, bl);

	if( bl->prev==NULL || !src->alive || (bl->type == BL_PC && pc_isdead((struct map_session_data *)bl) ) )
		return 0;

	nullpo_retr(0, sg=src->group);
	nullpo_retr(0, ss=map_id2bl(sg->src_id));

	if(ss->type == BL_PC)
		nullpo_retr(0, srcsd=(struct map_session_data *)ss);
	if(srcsd && srcsd->chatID)
		return 0;

	if( bl->type!=BL_PC && bl->type!=BL_MOB )
		return 0;
	nullpo_retr(0, ts=skill_unitgrouptickset_search( bl, sg->group_id));
	diff=DIFF_TICK(tick,ts->tick);
	goflag=(diff>sg->interval || diff<0);
	if (sg->skill_id == CR_GRANDCROSS && !battle_config.gx_allhit) // �d�Ȃ��Ă�����3HIT���Ȃ�
		goflag = (diff>sg->interval*map_count_oncell(bl->m,bl->x,bl->y) || diff<0);

	//?�ۂ�LP��ɋ���ꍇ�͖�?
	map_foreachinarea(skill_landprotector,bl->m,bl->x,bl->y,bl->x,bl->y,BL_SKILL,0,&goflag);

	if(!goflag)
		return 0;
	ts->tick=tick;
	ts->group_id=sg->group_id;

	switch(sg->unit_id){
	case 0x83:	/* �T���N�`���A�� */
		{
			int race=battle_get_race(bl);
			int damage_flag = (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6)? 1:0;

			if( battle_get_hp(bl)>=battle_get_max_hp(bl) && !damage_flag)
				break;

			if((sg->val1--)<=0){
				skill_delunitgroup(sg);
				return 0;
			}
			if(!damage_flag) {
				int heal=sg->val2;
				if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage)
					heal=0;	/* ?��峃J?�h�i�q?���ʂO�j */
				clif_skill_nodamage(&src->bl,bl,AL_HEAL,heal,1);
				battle_heal(NULL,bl,heal,0,0);
			}
			else
				skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
		}
		break;

	case 0x84:	/* �}�O�k�X�G�N�\�V�Y�� */
		{
			int race=battle_get_race(bl);
			int damage_flag = (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6)? 1:0;

			if(!damage_flag)
				return 0;
			skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
		}
		break;

	case 0x85:	/* �j��?�} */
		{
			struct skill_unit *unit2;
			struct status_change *sc_data=battle_get_sc_data(bl);
			int type=SC_PNEUMA;
			if(sc_data) {
				if (sc_data[type].timer==-1)
					skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
				else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){
					if(DIFF_TICK(sg->tick,unit2->group->tick)>0 )
						skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
					ts->tick-=sg->interval;
				}
			}
		}
		break;
	case 0x7e:	/* �Z�C�t�e�B�E�H?�� */
		{
			struct skill_unit *unit2;
			struct status_change *sc_data=battle_get_sc_data(bl);
			int type=SC_SAFETYWALL;
			if(sc_data) {
				if (sc_data[type].timer==-1)
					skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
				else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){
					if(sg->val1 < unit2->group->val1 )
						skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0);
					ts->tick-=sg->interval;
				}
			}
		}
		break;

	case 0x86:	/* ��?�h�I�u���@?�~���I��(���X�g?���K�X�g ���O�����h�N���X) */
		skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
		break;

	case 0x7f:	/* �t�@�C��?�E�H?�� */
		if( (src->val2--)>0)
			skill_attack(BF_MAGIC,ss,&src->bl,bl,
				sg->skill_id,sg->skill_lv,tick,0);
		if( src->val2<=0 )
			skill_delunit(src);
		break;

	case 0x87:	/* �t�@�C�A?�s��?(?���O) */
		skill_delunit(src);
		skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
		break;

	case 0x88:	/* �t�@�C�A?�s��?(?����) */
		if(DIFF_TICK(tick,sg->tick) < 150)
			//skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
			map_foreachinarea(skill_attack_area,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0,BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY);  // area damage [Celest]
		break;

	case 0x90:	/* �X�L�b�h�g���b�v */
		{
			int i,c = skill_get_blewcount(sg->skill_id,sg->skill_lv);
			if(map[bl->m].flag.gvg) c = 0;
			for(i=0;i<c;i++)
				skill_blown(&src->bl,bl,1|0x30000);
			sg->unit_id = 0x8c;
			clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
			sg->limit=DIFF_TICK(tick,sg->tick)+1500;
		}
		break;

	case 0x93:	/* �����h�}�C�� */
		skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
		sg->unit_id = 0x8c;
		clif_changelook(&src->bl,LOOK_BASE,0x88);
		sg->limit=DIFF_TICK(tick,sg->tick)+1500;
		break;

	case 0x8f:	/* �u���X�g�}�C�� */
	case 0x94:	/* �V���b�N�E�F?�u�g���b�v */
	case 0x95:	/* �T���h�}�� */
	case 0x96:	/* �t���b�V��? */
	case 0x97:	/* �t��?�W���O�g���b�v */
	case 0x98:	/* �N���C���A?�g���b�v */
		map_foreachinarea(skill_count_target,src->bl.m
					,src->bl.x-src->range,src->bl.y-src->range
					,src->bl.x+src->range,src->bl.y+src->range
					,0,&src->bl,&splash_count);
		map_foreachinarea(skill_trap_splash,src->bl.m
					,src->bl.x-src->range,src->bl.y-src->range
					,src->bl.x+src->range,src->bl.y+src->range
					,0,&src->bl,tick,splash_count);
		sg->unit_id = 0x8c;
		clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
		sg->limit=DIFF_TICK(tick,sg->tick)+1500;
		break;

	case 0x91:	/* �A���N���X�l�A */
		{
			struct status_change *sc_data=battle_get_sc_data(bl);
			if(sg->val2==0 && sc_data && sc_data[SC_ANKLE].timer==-1){
			int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE);
				int sec=skill_get_time2(sg->skill_id,sg->skill_lv) - (double)battle_get_agi(bl)*0.1;
				if(battle_get_mode(bl)&0x20)
					sec = sec/5;
				battle_stopwalking(bl,1);
				skill_status_change_start(bl,SC_ANKLE,sg->skill_lv,0,0,0,sec,0);
	
			if(moveblock) map_delblock(bl);
				bl->x = src->bl.x;
				bl->y = src->bl.y;
			if(moveblock) map_addblock(bl);
			if(bl->type == BL_MOB)
				clif_fixmobpos((struct mob_data *)bl);
			else if(bl->type == BL_PET)
				clif_fixpetpos((struct pet_data *)bl);
			else
				clif_fixpos(bl);
			clif_01ac(&src->bl);
				sg->limit=DIFF_TICK(tick,sg->tick) + sec;
			sg->val2=bl->id;
		}
		}
		break;

	case 0x80:	/* ��?�v�|?�^��(?����) */
		if(bl->type==BL_PC){
			struct map_session_data *sd = (struct map_session_data *)bl;
			if(sd && src->bl.m == bl->m && src->bl.x == bl->x && src->bl.y == bl->y && src->bl.x == sd->to_x && src->bl.y == sd->to_y) {
				if( battle_config.chat_warpportal || !sd->chatID ){
					if((sg->val1--)>0){
						pc_setpos(sd,sg->valstr,sg->val2>>16,sg->val2&0xffff,3);
						if(sg->src_id == bl->id ||( strcmp(map[src->bl.m].name,sg->valstr) == 0	&& src->bl.x == (sg->val2>>16) && src->bl.y == (sg->val2&0xffff) ))
							skill_delunitgroup(sg);
					}else
						skill_delunitgroup(sg);
				}
			}
		}else if(bl->type==BL_MOB && battle_config.mob_warpportal){
			int m=map_mapname2mapid(sg->valstr);
			struct mob_data *md;
			md=(struct mob_data *)bl;
			mob_warp((struct mob_data *)bl,m,sg->val2>>16,sg->val2&0xffff,3);
		}
		break;

	case 0x8e:	/* �N�@�O�}�C�A */
		{
			struct status_change *sc_data=battle_get_sc_data(bl);
			int type=SkillStatusChangeTable[sg->skill_id];			
			if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage )
				break;
			if(sc_data && sc_data[type].timer==-1)
				skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
		}
		break;
	case 0x92:	/* �x�m���_�X�g */
		{
			struct status_change *sc_data=battle_get_sc_data(bl);
			int type=SkillStatusChangeTable[sg->skill_id];
			if(sc_data && sc_data[type].timer==-1 )
				skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
		}
		break;
	case 0x9a:	/* �{���P?�m */
	case 0x9b:	/* �f����?�W */
	case 0x9c:	/* �o�C�I�����g�Q�C�� */
		{
			struct skill_unit *unit2;
			struct status_change *sc_data=battle_get_sc_data(bl);
			int type=SkillStatusChangeTable[sg->skill_id];
			if(sc_data) {
				if (sc_data[type].timer==-1)
					skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
				else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){
					if( DIFF_TICK(sg->tick,unit2->group->tick)>0 )
						skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
					ts->tick-=sg->interval;
				}
			}
		} break;

	case 0x9e:	/* �q��S */
	case 0x9f:	/* �j�����h�̉� */
	case 0xa0:	/* �i���̍��� */
	case 0xa1:	/* ?���ۂ̋��� */
	case 0xa2:	/* �j?�x�����O�̎w�� */
	case 0xa3:	/* ���L�̋��� */
	case 0xa4:	/* �[���̒��� */
	case 0xa5:	/* �s���g�̃W?�N�t��?�h */
	case 0xa6:	/* �s���a�� */
	case 0xa7:	/* ���J */
	case 0xa8:	/* �[�z�̃A�T�V���N���X */
	case 0xa9:	/* �u���M�̎� */
	case 0xab:	/* ��������ȃ_���X */
	case 0xac:	/* �n�~���O */
	case 0xad:	/* ����Y��Ȃ��Łc */
	case 0xae:	/* �K�^�̃L�X */
	case 0xaf:	/* �T?�r�X�t�H?��? */
	case 0xb4:
//	case 0xb6:				/* �t�H�O�E�H?�� */
		{
			struct skill_unit *unit2;
			struct status_change *sc_data=battle_get_sc_data(bl);
			int type=SkillStatusChangeTable[sg->skill_id];
			if(sg->src_id == bl->id)
				break;
			if(sc_data) {
				if (sc_data[type].timer==-1)
					skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
						(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
				else if( (unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){
					if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 )
						skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
							(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
					ts->tick-=sg->interval;
				}
			}
		} break;

	case 0xaa:	/* �C�h�D���̗ь� */
		{
			struct skill_unit *unit2;
			struct status_change *sc_data=battle_get_sc_data(bl);
			int type=SkillStatusChangeTable[sg->skill_id];
			if(sg->src_id == bl->id)
				break;
			if(sc_data) {
				if (sc_data[type].timer==-1)
					skill_status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff,
						(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
				else if((unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){
					if( DIFF_TICK(sg->tick,unit2->group->tick)>0 )
						skill_status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff,
							(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
					ts->tick-=sg->interval;
				}
			}
		} break;

	case 0xb6:				/* �t�H�O�E�H?�� */
		{
			struct skill_unit *unit2;
			struct status_change *sc_data=battle_get_sc_data(bl);
			int type=SkillStatusChangeTable[sg->skill_id];
			if(sc_data) {
				if (sc_data[type].timer==-1) {
					skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
						(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
					skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
				}
				else if( (unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){
					if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 ) {
						skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2,
							(int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0);
						skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
					}
//					ts->tick-=sg->interval;
				}
			}
		} break;

	case 0xb1:	/* �f�����X�g��?�V���� */
		skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
		if(bl->type == BL_PC && rand()%100 < sg->skill_lv && battle_config.equipment_breaking)
			pc_breakweapon((struct map_session_data *)bl);
		break;
	case 0x99:				/* �g?�L?�{�b�N�X */
		if(sg->src_id == bl->id) //����������ł�?�����Ȃ�
			break;
		if(sg->val2==0){
			clif_talkiebox(&src->bl,sg->valstr);
			sg->unit_id = 0x8c;
			clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
			sg->limit=DIFF_TICK(tick,sg->tick)+5000;
			sg->val2=-1; //����
		}
		break;
	case 0xb2:				/* ���Ȃ���_?�������ł� */
	case 0xb3:				/* �S�X�y�� */
	//case 0xb6:				/* �t�H�O�E�H?�� */ - moved [celest]
	//�Ƃ肠�����������Ȃ�
		break;

	case 0xb7:	/* �X�p�C�_?�E�F�b�u */
		if(sg->val2==0){
			int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE);
			skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
			if(moveblock) map_delblock(bl);
			bl->x = (&src->bl)->x;
			bl->y = (&src->bl)->y;
			if(moveblock) map_addblock(bl);
			if(bl->type == BL_MOB)
				clif_fixmobpos((struct mob_data *)bl);
			else if(bl->type == BL_PET)
				clif_fixpetpos((struct pet_data *)bl);
			else
				clif_fixpos(bl);
			clif_01ac(&src->bl);
			sg->limit=DIFF_TICK(tick,sg->tick) + skill_get_time2(sg->skill_id,sg->skill_lv);
			sg->val2=bl->id;
		}
		break;

	// New guild skills [Celest]
	case 0xc1: // GD_LEADERSHIP
		{
			struct map_session_data *sd;
			if (srcsd && bl->type == BL_PC && (sd=(struct map_session_data *)bl) &&
				sd->status.guild_id == srcsd->status.guild_id &&
				sd->sc_data[SC_LEADERSHIP].timer == -1 && !sd->sc_data[SC_LEADERSHIP].val4)
				skill_status_change_start(bl,SC_LEADERSHIP,1,0,0,0,0,0 );
		}
		break;
	case 0xc2: // GD_GLORYWOUNDS
		{
			struct map_session_data *sd;
			if (srcsd && bl->type == BL_PC && (sd=(struct map_session_data *)bl) &&
				sd->status.guild_id == srcsd->status.guild_id &&
				sd->sc_data[SC_GLORYWOUNDS].timer == -1 && !sd->sc_data[SC_GLORYWOUNDS].val4)
				skill_status_change_start(bl,SC_GLORYWOUNDS,1,0,0,0,0,0 );
		}
		break;
	case 0xc3: // GD_SOULCOLD
		{
			struct map_session_data *sd;
			if (srcsd && bl->type == BL_PC && (sd=(struct map_session_data *)bl) &&
				sd->status.guild_id == srcsd->status.guild_id &&
				sd->sc_data[SC_SOULCOLD].timer == -1 && !sd->sc_data[SC_SOULCOLD].val4)
				skill_status_change_start(bl,SC_SOULCOLD,1,0,0,0,0,0 );
		}
		break;
	case 0xc4: // GD_HAWKEYES
		{
			struct map_session_data *sd;
			if (srcsd && bl->type == BL_PC && (sd=(struct map_session_data *)bl) &&
				sd->status.guild_id == srcsd->status.guild_id &&
				sd->sc_data[SC_HAWKEYES].timer == -1 && !sd->sc_data[SC_HAWKEYES].val4)
				skill_status_change_start(bl,SC_HAWKEYES,1,0,0,0,0,0 );
		}
		break;

/*	default:
		if(battle_config.error_log)
			printf("skill_unit_onplace: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
		break;*/
	}
	if(bl->type==BL_MOB && ss!=bl)	/* �X�L���g�p?����MOB�X�L�� */
	{
		if(battle_config.mob_changetarget_byskill == 1)
		{
			int target=((struct mob_data *)bl)->target_id;
			if(ss->type == BL_PC)
				((struct mob_data *)bl)->target_id=ss->id;
			mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16));
			((struct mob_data *)bl)->target_id=target;
		}
		else
			mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16));
	}

	return 0;
}
/*==========================================
 * �X�L�����j�b�g���痣?����(�������͂��Ă���)�ꍇ
 *------------------------------------------
 */
int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick)
{
	struct skill_unit_group *sg;

	nullpo_retr(0, src);
	nullpo_retr(0, bl);
	nullpo_retr(0, sg=src->group);

	if( bl->prev==NULL || !src->alive )
		return 0;

	if( bl->type!=BL_PC && bl->type!=BL_MOB )
		return 0;

	switch(sg->unit_id){
	case 0x7e:	/* �Z�C�t�e�B�E�H?�� */
	case 0x85:	/* �j��?�} */
	case 0x8e:	/* �N�@�O�}�C�A */
		{
			struct status_change *sc_data=battle_get_sc_data(bl);
			int type=
				(sg->unit_id==0x85)?SC_PNEUMA:
				((sg->unit_id==0x7e)?SC_SAFETYWALL:
				 SC_QUAGMIRE);
			if((type != SC_QUAGMIRE || bl->type != BL_MOB) &&
				sc_data && sc_data[type].timer!=-1 && ((struct skill_unit *)sc_data[type].val2)==src){
				skill_status_change_end(bl,type,-1);
			}
		} break;

	case 0x91:	/* �A���N���X�l�A */
		{
			struct block_list *target=map_id2bl(sg->val2);
			if( target && target==bl ){
				skill_status_change_end(bl,SC_ANKLE,-1);
				sg->limit=DIFF_TICK(tick,sg->tick)+1000;
			}
		}
		break;
	case 0xb5:
	case 0xb8:
		{
			struct block_list *target=map_id2bl(sg->val2);
			if( target==bl )
				skill_status_change_end(bl,SC_SPIDERWEB,-1);
			sg->limit=DIFF_TICK(tick,sg->tick)+1000;
		}
		break;
	case 0xb6:
		{
			struct block_list *target=map_id2bl(sg->val2);
			struct status_change *sc_data=battle_get_sc_data(bl);
			if( target==bl ) {
				skill_status_change_end(bl,SC_FOGWALL,-1);
				if (sc_data && sc_data[SC_BLIND].timer!=-1)
					sc_data[SC_BLIND].timer = add_timer(
						gettick() + 30000, skill_status_change_timer, bl->id, 0);
			}
			//sg->limit=DIFF_TICK(tick,sg->tick)+1000;
		}
		break;
	case 0x9a:	/* �{���P?�m */
	case 0x9b:	/* �f����?�W */
	case 0x9c:	/* �o�C�I�����g�Q�C�� */
		{
			struct status_change *sc_data=battle_get_sc_data(bl);
			struct skill_unit *su;
			int type=SkillStatusChangeTable[sg->skill_id];
			if( sc_data && sc_data[type].timer!=-1 && (su=((struct skill_unit *)sc_data[type].val2)) && su == src ){
				skill_status_change_end(bl,type,-1);
			}
		}
		break;

	case 0x9e:	/* �q��S */
	case 0x9f:	/* �j�����h�̉� */
	case 0xa0:	/* �i���̍��� */
	case 0xa1:	/* ?���ۂ̋��� */
	case 0xa2:	/* �j?�x�����O�̎w�� */
	case 0xa3:	/* ���L�̋��� */
	case 0xa4:	/* �[���̒��� */
	case 0xa5:	/* �s���g�̃W?�N�t��?�h */
	case 0xa6:	/* �s���a�� */
	case 0xa7:	/* ���J */
	case 0xa8:	/* �[�z�̃A�T�V���N���X */
	case 0xa9:	/* �u���M�̎� */
	case 0xaa:	/* �C�h�D���̗ь� */
	case 0xab:	/* ��������ȃ_���X */
	case 0xac:	/* �n�~���O */
	case 0xad:	/* ����Y��Ȃ��Łc */
	case 0xae:	/* �K�^�̃L�X */
	case 0xaf:	/* �T?�r�X�t�H?��? */
	case 0xb4:
		{
			struct status_change *sc_data=battle_get_sc_data(bl);
			struct skill_unit *su;
			int type=SkillStatusChangeTable[sg->skill_id];
			if( sc_data && sc_data[type].timer!=-1 && (su=((struct skill_unit *)sc_data[type].val4)) && su == src ){
				skill_status_change_end(bl,type,-1);
			}
		}
		break;
	case 0xb7:	/* �X�p�C�_?�E�F�b�u */
		{
			struct block_list *target=map_id2bl(sg->val2);
			if( target && target==bl )
				skill_status_change_end(bl,SC_SPIDERWEB,-1);
			sg->limit=DIFF_TICK(tick,sg->tick)+1000;
		}
		break;
		// New guild skills [Celest]
	case 0xc1: // GD_LEADERSHIP
		{
			struct status_change *sc_data=battle_get_sc_data(bl);
			if (sc_data && sc_data[SC_LEADERSHIP].timer != -1)
				skill_status_change_end(bl,SC_LEADERSHIP,-1);
		}
		break;
	case 0xc2: // GD_GLORYWOUNDS
		{
			struct status_change *sc_data=battle_get_sc_data(bl);
			if (sc_data && sc_data[SC_GLORYWOUNDS].timer != -1)
				skill_status_change_end(bl,SC_GLORYWOUNDS,-1);
		}
		break;
	case 0xc3: // GD_SOULCOLD
		{
			struct status_change *sc_data=battle_get_sc_data(bl);
			if (sc_data && sc_data[SC_SOULCOLD].timer != -1)
				skill_status_change_end(bl,SC_SOULCOLD,-1);
		}
		break;
	case 0xc4: // GD_HAWKEYES
		{
			struct status_change *sc_data=battle_get_sc_data(bl);
			if (sc_data && sc_data[SC_HAWKEYES].timer != -1)
				skill_status_change_end(bl,SC_HAWKEYES,-1);
		}
		break;

/*	default:
		if(battle_config.error_log)
			printf("skill_unit_onout: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
		break;*/
	}
	skill_unitgrouptickset_delete(bl,sg->group_id);
	return 0;
}
/*==========================================
 * �X�L�����j�b�g�̍폜�C�x���g
 *------------------------------------------
 */
int skill_unit_ondelete(struct skill_unit *src,struct block_list *bl,unsigned int tick)
{
	struct skill_unit_group *sg;

	nullpo_retr(0, src);
	nullpo_retr(0, bl);
	nullpo_retr(0, sg = src->group);

	if( bl->prev==NULL || !src->alive )
		return 0;

	if( bl->type!=BL_PC && bl->type!=BL_MOB )
		return 0;

	switch(sg->unit_id){
	case 0x85:	/* �j��?�} */
	case 0x7e:	/* �Z�C�t�e�B�E�H?�� */
	case 0x8e:	/* �N�@�O�}�C�� */
	case 0x9a:	/* �{���P?�m */
	case 0x9b:	/* �f����?�W */
	case 0x9c:	/* �o�C�I�����g�Q�C�� */
	case 0x9e:	/* �q��S */
	case 0x9f:	/* �j�����h�̉� */
	case 0xa0:	/* �i���̍��� */
	case 0xa1:	/* ?���ۂ̋��� */
	case 0xa2:	/* �j?�x�����O�̎w�� */
	case 0xa3:	/* ���L�̋��� */
	case 0xa4:	/* �[���̒��� */
	case 0xa5:	/* �s���g�̃W?�N�t��?�h */
	case 0xa6:	/* �s���a�� */
	case 0xa7:	/* ���J */
	case 0xa8:	/* �[�z�̃A�T�V���N���X */
	case 0xa9:	/* �u���M�̎� */
	case 0xaa:	/* �C�h�D���̗ь� */
	case 0xab:	/* ��������ȃ_���X */
	case 0xac:	/* �n�~���O */
	case 0xad:	/* ����Y��Ȃ��Łc */
	case 0xae:	/* �K�^�̃L�X */
	case 0xaf:	/* �T?�r�X�t�H?��? */
	case 0xb4:
	case 0xc1:
	case 0xc2:
	case 0xc3:
	case 0xc4:
		return skill_unit_onout(src,bl,tick);

/*	default:
		if(battle_config.error_log)
			printf("skill_unit_ondelete: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
		break;*/
	}
	skill_unitgrouptickset_delete(bl,sg->group_id);
	return 0;
}
/*==========================================
 * �X�L�����j�b�g�̌��E�C�x���g
 *------------------------------------------
 */
int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
{
	struct skill_unit_group *sg;

	nullpo_retr(0, src);
	nullpo_retr(0, sg=src->group);

	switch(sg->unit_id){
	case 0x81:	/* ��?�v�|?�^��(?���O) */
		{
			struct skill_unit_group *group=
				skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv,
					src->bl.x,src->bl.y,1);
			if(group == NULL)
				return 0;
			group->valstr=calloc(24, 1);
			if(group->valstr==NULL){
				printf("skill_unit_onlimit: out of memory !\n");
				exit(1);
			}
			memcpy(group->valstr,sg->valstr,24);
			group->val2=sg->val2;
		}
		break;

	case 0x8d:	/* �A�C�X�E�H?�� */
		map_setcell(src->bl.m,src->bl.x,src->bl.y,src->val2);
		clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
		break;
	case 0xb2:	/* ���Ȃ���?������ */
		{
			struct map_session_data *sd = NULL;
			struct map_session_data *p_sd = NULL;
			if((sd = (struct map_session_data *)(map_id2bl(sg->src_id))) == NULL)
				return 0;
			if((p_sd = pc_get_partner(sd)) == NULL)
				return 0;

			pc_setpos(p_sd,map[src->bl.m].name,src->bl.x,src->bl.y,3);
		}
		break;
	case 0xc1: // GD_LEADERSHIP
		{
			struct map_session_data *sd;
			if ((sd = (struct map_session_data *)(map_id2bl(sg->src_id)))!= NULL) {
				sd->sc_data[SC_LEADERSHIP].val4 = 0;
			}				
		}
		break;
	case 0xc2: // GD_GLORYWOUNDS
		{
			struct map_session_data *sd;
			if ((sd = (struct map_session_data *)(map_id2bl(sg->src_id)))!= NULL) {
				sd->sc_data[SC_GLORYWOUNDS].val4 = 0;
			}				
		}
		break;
	case 0xc3: // GD_SOULCOLD
		{
			struct map_session_data *sd;
			if ((sd = (struct map_session_data *)(map_id2bl(sg->src_id)))!= NULL) {
				sd->sc_data[SC_SOULCOLD].val4 = 0;
			}				
		}
		break;
	case 0xc4: // GD_HAWKEYES
		{
			struct map_session_data *sd;
			if ((sd = (struct map_session_data *)(map_id2bl(sg->src_id)))!= NULL) {
				sd->sc_data[SC_HAWKEYES].val4 = 0;
			}
		}
		break;
	}
	return 0;
}
/*==========================================
 * �X�L�����j�b�g�̃_��?�W�C�x���g
 *------------------------------------------
 */
int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
	int damage,unsigned int tick)
{
	struct skill_unit_group *sg;

	nullpo_retr(0, src);
	nullpo_retr(0, sg=src->group);

	switch(sg->unit_id){
	case 0x8d:	/* �A�C�X�E�H?�� */
		src->val1-=damage;
		break;
	case 0x8f:	/* �u���X�g�}�C�� */
	case 0x98:	/* �N���C���A?�g���b�v */
		skill_blown(bl,&src->bl,2); //������΂��Ă݂�
		break;
	default:
		damage = 0;
		break;
	}
	return damage;
}


/*---------------------------------------------------------------------------- */

/*==========================================
 * �X�L���g�p�i�r�������A�ꏊ�w��j
 *------------------------------------------
 */
int skill_castend_pos( int tid, unsigned int tick, int id,int data )
{
	struct map_session_data* sd=map_id2sd(id)/*,*target_sd=NULL*/;
	int range,maxcount;

	nullpo_retr(0, sd);

	if( sd->bl.prev == NULL )
		return 0;
	if( sd->skilltimer != tid )	/* �^�C�}ID�̊m�F */
		return 0;
	if(sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) {
		sd->speed = sd->prev_speed;
		clif_updatestatus(sd,SP_SPEED);
	}
	sd->skilltimer=-1;
	if(pc_isdead(sd)) {
		sd->canact_tick = tick;
		sd->canmove_tick = tick;
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}

	if(battle_config.pc_skill_reiteration == 0) {
		range = -1;
		switch(sd->skillid) {
			case MG_SAFETYWALL:
			case WZ_FIREPILLAR:
			case HT_SKIDTRAP:
			case HT_LANDMINE:
			case HT_ANKLESNARE:
			case HT_SHOCKWAVE:
			case HT_SANDMAN:
			case HT_FLASHER:
			case HT_FREEZINGTRAP:
			case HT_BLASTMINE:
			case HT_CLAYMORETRAP:
			case HT_TALKIEBOX:
			case AL_WARP:
			case PF_SPIDERWEB:		/* �X�p�C�_?�E�F�b�u */
			case RG_GRAFFITI:		/* �O���t�B�e�B */
				range = 0;
				break;
			case AL_PNEUMA:
				range = 1;
				break;
		}
		if(range >= 0) {
			if(skill_check_unit_range(sd->bl.m,sd->skillx,sd->skilly,range,sd->skillid) > 0) {
				clif_skill_fail(sd,sd->skillid,0,0);
				sd->canact_tick = tick;
				sd->canmove_tick = tick;
				sd->skillitem = sd->skillitemlv = -1;
				return 0;
			}
		}
	}
	if(battle_config.pc_skill_nofootset) {
		range = -1;
		switch(sd->skillid) {
			case WZ_FIREPILLAR:
			case HT_SKIDTRAP:
			case HT_LANDMINE:
			case HT_ANKLESNARE:
			case HT_SHOCKWAVE:
			case HT_SANDMAN:
			case HT_FLASHER:
			case HT_FREEZINGTRAP:
			case HT_BLASTMINE:
			case HT_CLAYMORETRAP:
			case HT_TALKIEBOX:
			case PF_SPIDERWEB:		/* �X�p�C�_?�E�F�b�u */
			case WZ_ICEWALL:
				range = 1;
				break;
			case AL_WARP:
				range = 0;
				break;
		}
		if(range >= 0) {
			if(skill_check_unit_range2(sd->bl.m,sd->skillx,sd->skilly,range) > 0) {
				clif_skill_fail(sd,sd->skillid,0,0);
				sd->canact_tick = tick;
				sd->canmove_tick = tick;
				sd->skillitem = sd->skillitemlv = -1;
				return 0;
			}
		}
	}

	if(battle_config.pc_land_skill_limit) {
		maxcount = skill_get_maxcount(sd->skillid);
		if(maxcount > 0) {
			int i,c;
			for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
				if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
					c++;
			}
			if(c >= maxcount) {
				clif_skill_fail(sd,sd->skillid,0,0);
				sd->canact_tick = tick;
				sd->canmove_tick = tick;
				sd->skillitem = sd->skillitemlv = -1;
				return 0;
			}
		}
	}

	if(sd->skilllv <= 0) return 0;
	range = skill_get_range(sd->skillid,sd->skilllv);
	if(range < 0)
		range = battle_get_range(&sd->bl) - (range + 1);
	range += battle_config.pc_skill_add_range;
	if(battle_config.skill_out_range_consume) {  // changed to allow casting when target walks out of range [Valaris]
		if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) {
			clif_skill_fail(sd,sd->skillid,0,0);
			sd->canact_tick = tick;
			sd->canmove_tick = tick;
			sd->skillitem = sd->skillitemlv = -1;
			return 0;
		}
	}
	if(!skill_check_condition(sd,1)) {		/* �g�p?���`�F�b�N */
		sd->canact_tick = tick;
		sd->canmove_tick = tick;
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}
	sd->skillitem = sd->skillitemlv = -1;
	if(battle_config.skill_out_range_consume) {
		if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) {
			clif_skill_fail(sd,sd->skillid,0,0);
			sd->canact_tick = tick;
			sd->canmove_tick = tick;
			return 0;
		}
	}

	if(battle_config.pc_skill_log)
		printf("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
	pc_stop_walking(sd,0);

	skill_castend_pos2(&sd->bl,sd->skillx,sd->skilly,sd->skillid,sd->skilllv,tick,0);

	return 0;
}

/*==========================================
 * ��??�L�������݊m�F����?��(foreachinarea)
 *------------------------------------------
 */

static int skill_check_condition_char_sub(struct block_list *bl,va_list ap)
{
	int *c;
	struct block_list *src;
	struct map_session_data *sd;
	struct map_session_data *ssd;
	struct pc_base_job s_class;
	struct pc_base_job ss_class;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, sd=(struct map_session_data*)bl);
	nullpo_retr(0, src=va_arg(ap,struct block_list *));
	nullpo_retr(0, c=va_arg(ap,int *));
	nullpo_retr(0, ssd=(struct map_session_data*)src);

	s_class = pc_calc_base_job(sd->status.class);
	//�`�F�b�N���Ȃ��ݒ�Ȃ�c�ɂ��肦�Ȃ��傫��?����Ԃ��ďI��
	if(!battle_config.player_skill_partner_check){	//�{?��foreach�̑O�ɂ�肽�����ǐݒ�K�p�ӏ����܂Ƃ߂邽�߂ɂ�����
		(*c)=99;
		return 0;
	}

	ss_class = pc_calc_base_job(ssd->status.class);

	switch(ssd->skillid){
	case PR_BENEDICTIO:				/* ��?�~�� */
		if(sd != ssd && (s_class.job == 4 || s_class.job == 8 || s_class.job == 15) &&
			(sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10)
			(*c)++;
		break;
	case BD_LULLABY:				/* �q��� */
	case BD_RICHMANKIM:				/* �j�����h�̉� */
	case BD_ETERNALCHAOS:			/* �i���̍��� */
	case BD_DRUMBATTLEFIELD:		/* ?���ۂ̋��� */
	case BD_RINGNIBELUNGEN:			/* �j?�x�����O�̎w�� */
	case BD_ROKISWEIL:				/* ���L�̋��� */
	case BD_INTOABYSS:				/* �[���̒��� */
	case BD_SIEGFRIED:				/* �s���g�̃W?�N�t��?�h */
	case BD_RAGNAROK:				/* �_?��?�� */
	case CG_MOONLIT:				/* ������̐�ɗ�����Ԃт� */
		if(sd != ssd &&
		 ((ss_class.job==19 && s_class.job==20) ||
		 (ss_class.job==20 && s_class.job==19)) &&
		 pc_checkskill(sd,ssd->skillid) > 0 &&
		 (*c)==0 &&
		 sd->status.party_id == ssd->status.party_id &&
		 !pc_issit(sd) &&
		 sd->sc_data[SC_DANCING].timer==-1
		 )
			(*c)=pc_checkskill(sd,ssd->skillid);
		break;
	}
	return 0;
}
/*==========================================
 * ��??�L�������݊m�F�����X�L���g�p?��(foreachinarea)
 *------------------------------------------
 */

static int skill_check_condition_use_sub(struct block_list *bl,va_list ap)
{
	int *c;
	struct block_list *src;
	struct map_session_data *sd;
	struct map_session_data *ssd;
	struct pc_base_job s_class;
	struct pc_base_job ss_class;
	int skillid,skilllv;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, sd=(struct map_session_data*)bl);
	nullpo_retr(0, src=va_arg(ap,struct block_list *));
	nullpo_retr(0, c=va_arg(ap,int *));
	nullpo_retr(0, ssd=(struct map_session_data*)src);

	s_class = pc_calc_base_job(sd->status.class);
	
	//�`�F�b�N���Ȃ��ݒ�Ȃ�c�ɂ��肦�Ȃ��傫��?����Ԃ��ďI��
	if(!battle_config.player_skill_partner_check){	//�{?��foreach�̑O�ɂ�肽�����ǐݒ�K�p�ӏ����܂Ƃ߂邽�߂ɂ�����
		(*c)=99;
		return 0;
	}

	ss_class = pc_calc_base_job(ssd->status.class);
	skillid=ssd->skillid;
	skilllv=ssd->skilllv;
	if(skilllv <= 0) return 0;
	switch(skillid){
	case PR_BENEDICTIO:				/* ��?�~�� */
		if(sd != ssd && (s_class.job == 4 || s_class.job == 8 || s_class.job == 15) &&
			(sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10){
			sd->status.sp -= 10;
			pc_calcstatus(sd,0);
			(*c)++;
		}
		break;
	case BD_LULLABY:				/* �q��� */
	case BD_RICHMANKIM:				/* �j�����h�̉� */
	case BD_ETERNALCHAOS:			/* �i���̍��� */
	case BD_DRUMBATTLEFIELD:		/* ?���ۂ̋��� */
	case BD_RINGNIBELUNGEN:			/* �j?�x�����O�̎w�� */
	case BD_ROKISWEIL:				/* ���L�̋��� */
	case BD_INTOABYSS:				/* �[���̒��� */
	case BD_SIEGFRIED:				/* �s���g�̃W?�N�t��?�h */
	case BD_RAGNAROK:				/* �_?��?�� */
	case CG_MOONLIT:				/* ������̐�ɗ�����Ԃт� */
		if(sd != ssd && //�{�l�ȊO��
		  ((ss_class.job==19 && s_class.job==20) || //�������o?�h�Ȃ�_���T?��
		   (ss_class.job==20 && s_class.job==19)) && //�������_���T?�Ȃ�o?�h��
		   pc_checkskill(sd,skillid) > 0 && //�X�L������������
		   (*c)==0 && //�ŏ��̈�l��
		   sd->status.party_id == ssd->status.party_id && //�p?�e�B?��������
		   !pc_issit(sd) && //�����ĂȂ�
		   sd->sc_data[SC_DANCING].timer==-1 //�_���X������Ȃ�
		  ){
			ssd->sc_data[SC_DANCING].val4=bl->id;
			clif_skill_nodamage(bl,src,skillid,skilllv,1);
			skill_status_change_start(bl,SC_DANCING,skillid,ssd->sc_data[SC_DANCING].val2,0,src->id,skill_get_time(skillid,skilllv)+1000,0);
			sd->skillid_dance=sd->skillid=skillid;
			sd->skilllv_dance=sd->skilllv=skilllv;
			(*c)++;
		}
		break;
	}
	return 0;
}
/*==========================================
 * ��??�o�C�I�v�����g�A�X�t�B�A�}�C���pMob���݊m�F����?��(foreachinarea)
 *------------------------------------------
 */

static int skill_check_condition_mob_master_sub(struct block_list *bl,va_list ap)
{
	int *c,src_id=0,mob_class=0;
	struct mob_data *md;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, md=(struct mob_data*)bl);
	nullpo_retr(0, src_id=va_arg(ap,int));
	nullpo_retr(0, mob_class=va_arg(ap,int));
	nullpo_retr(0, c=va_arg(ap,int *));

	if(md->class==mob_class && md->master_id==src_id)
		(*c)++;
	return 0;
}

/*==========================================
 * �X�L���g�p?���i?�Ŏg�p���s�j
 *------------------------------------------
 */
int skill_check_condition(struct map_session_data *sd,int type)
{
	int i,hp,sp,hp_rate,sp_rate,zeny,weapon,state,spiritball,skill,lv,mhp;
	int	index[10],itemid[10],amount[10];

	nullpo_retr(0, sd);

	if( battle_config.gm_skilluncond>0 && pc_isGM(sd)>= battle_config.gm_skilluncond ) {
		sd->skillitem = sd->skillitemlv = -1;
		return 1;
	}

	if( sd->opt1>0) {
		clif_skill_fail(sd,sd->skillid,0,0);
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}
	if(pc_is90overweight(sd)) {
		clif_skill_fail(sd,sd->skillid,9,0);
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}

	if(sd->skillid == AC_MAKINGARROW &&	sd->state.make_arrow_flag == 1) {
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}
	if((sd->skillid == AM_PHARMACY || sd->skillid == ASC_CDP)
		&& sd->state.produce_flag == 1) {
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}

	if(sd->skillitem == sd->skillid) {	/* �A�C�e���̏ꍇ��?������ */
		if(type&1)
			sd->skillitem = sd->skillitemlv = -1;
		return 1;
	}
	if( sd->opt1>0 ){
		clif_skill_fail(sd,sd->skillid,0,0);
		return 0;
	}
	if(sd->sc_count){
		if( sd->sc_data[SC_DIVINA].timer!=-1 ||
			sd->sc_data[SC_ROKISWEIL].timer!=-1 ||
			(sd->sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
			sd->sc_data[SC_STEELBODY].timer != -1 ||
			sd->sc_data[SC_BERSERK].timer != -1 ||
			(sd->sc_data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){
			clif_skill_fail(sd,sd->skillid,0,0);
			return 0;	/* ?�Ԉُ�Ⓘ?�Ȃ� */
		}	
	}
	skill = sd->skillid;
	lv = sd->skilllv;
	if(lv <= 0) return 0;
	hp=skill_get_hp(skill, lv);	/* ����HP */
	sp=skill_get_sp(skill, lv);	/* ����SP */
	if((sd->skillid_old == BD_ENCORE) && skill==sd->skillid_dance)
		sp=sp/2;	//�A���R?������SP�������
	hp_rate = (lv <= 0)? 0:skill_db[skill].hp_rate[lv-1];
	sp_rate = (lv <= 0)? 0:skill_db[skill].sp_rate[lv-1];
	zeny = skill_get_zeny(skill,lv);
	weapon = skill_db[skill].weapon;
	state = skill_db[skill].state;
	spiritball = (lv <= 0)? 0:skill_db[skill].spiritball[lv-1];
	mhp=skill_get_mhp(skill, lv);	/* ����HP */
	for(i=0;i<10;i++) {
		itemid[i] = skill_db[skill].itemid[i];
		amount[i] = skill_db[skill].amount[i];
	}
	if(mhp > 0)
		hp += (sd->status.max_hp * mhp)/100;
	if(hp_rate > 0)
		hp += (sd->status.hp * hp_rate)/100;
	else
		hp += (sd->status.max_hp * abs(hp_rate))/100;
	if(sp_rate > 0)
		sp += (sd->status.sp * sp_rate)/100;
	else
		sp += (sd->status.max_sp * abs(sp_rate))/100;
	if(sd->dsprate!=100)
		sp=sp*sd->dsprate/100;	/* ����SP�C�� */

	switch(skill) {
	case SA_CASTCANCEL:
		if(sd->skilltimer == -1) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case BS_MAXIMIZE:		/* �}�L�V�}�C�Y�p��? */
	case NV_TRICKDEAD:		/* ���񂾂ӂ� */
	case TF_HIDING:			/* �n�C�f�B���O */
	case AS_CLOAKING:		/* �N��?�L���O */
	case CR_AUTOGUARD:				/* �I?�g�K?�h */
	case CR_DEFENDER:				/* �f�B�t�F���_? */
	case ST_CHASEWALK:
		if(sd->sc_data[SkillStatusChangeTable[skill]].timer!=-1)
			return 1;			/* ��������ꍇ��SP����Ȃ� */
		break;
	case AL_TELEPORT:
	case AL_WARP:
		if(map[sd->bl.m].flag.noteleport) {
			clif_skill_teleportmessage(sd,0);
			return 0;
		}
		break;
	case MO_CALLSPIRITS:	/* ?�� */
		if(sd->spiritball >= lv) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case CH_SOULCOLLECT:	/* ��?�� */
		if(sd->spiritball >= 5) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case MO_FINGEROFFENSIVE:				//�w?
		if (sd->spiritball > 0 && sd->spiritball < spiritball) {
			spiritball = sd->spiritball;
			sd->spiritball_old = sd->spiritball;
		}
		else sd->spiritball_old = lv;
		break;
	case MO_CHAINCOMBO:						//�A�ŏ�
		if(sd->sc_data[SC_BLADESTOP].timer==-1){
		if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_TRIPLEATTACK)
			return 0;
		}
		break;
	case MO_COMBOFINISH:					//�җ���
		if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_CHAINCOMBO)
			return 0;
		break;
	case CH_TIGERFIST:						//���Ռ�
		if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH)
			return 0;
		break;
	case CH_CHAINCRUSH:						//�A����?
		if(sd->sc_data[SC_COMBO].timer == -1)
			return 0;
		if(sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc_data[SC_COMBO].val1 != CH_TIGERFIST)
			return 0;
		break;
	case MO_EXTREMITYFIST:					// ���C���e�P��
		if((sd->sc_data[SC_COMBO].timer != -1 && (sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sd->sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) || sd->sc_data[SC_BLADESTOP].timer!=-1)
			spiritball--;
		break;
	case BD_ADAPTATION:				/* �A�h���u */
		{
			struct skill_unit_group *group=NULL;
			if(sd->sc_data[SC_DANCING].timer==-1 || ((group=(struct skill_unit_group*)sd->sc_data[SC_DANCING].val2) && (skill_get_time(sd->sc_data[SC_DANCING].val1,group->skill_lv) - sd->sc_data[SC_DANCING].val3*1000) <= skill_get_time2(skill,lv))){ //�_���X���Ŏg�p��5�b�ȏ�̂݁H
				clif_skill_fail(sd,skill,0,0);
				return 0;
			}
		}
		break;
	case PR_BENEDICTIO:				/* ��?�~�� */
		{
			int range=1;
			int c=0;
			if(!(type&1)){
			map_foreachinarea(skill_check_condition_char_sub,sd->bl.m,
				sd->bl.x-range,sd->bl.y-range,
				sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
			if(c<2){
				clif_skill_fail(sd,skill,0,0);
				return 0;
			}
			}else{
				map_foreachinarea(skill_check_condition_use_sub,sd->bl.m,
					sd->bl.x-range,sd->bl.y-range,
					sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
			}
		}
		break;
	case WE_CALLPARTNER:		/* ���Ȃ��Ɉ������� */
		if(!sd->status.partner_id){
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case AM_CANNIBALIZE:		/* �o�C�I�v�����g */
	case AM_SPHEREMINE:			/* �X�t�B�A?�}�C�� */
		if(type&1){
			int c=0;
			int maxcount=skill_get_maxcount(skill);
			int mob_class=(skill==AM_CANNIBALIZE)?1118:1142;
			if(battle_config.pc_land_skill_limit && maxcount>0) {
				map_foreachinarea(skill_check_condition_mob_master_sub ,sd->bl.m, 0, 0, map[sd->bl.m].xs, map[sd->bl.m].ys, BL_MOB, sd->bl.id, mob_class,&c );
				if(c >= maxcount){
					clif_skill_fail(sd,skill,0,0);
					return 0;
				}
			}
		}
		break;
	case MG_FIREWALL:		/* �t�@�C�A?�E�H?�� */
	case WZ_QUAGMIRE:
	case WZ_FIREPILLAR: // celest 
	case PF_FOGWALL:
		/* ?���� */
		if(battle_config.pc_land_skill_limit) {
			int maxcount = skill_get_maxcount(skill);
			if(maxcount > 0) {
				int i,c;
				for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
					if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
						c++;
				}
				if(c >= maxcount) {
					clif_skill_fail(sd,skill,0,0);
					return 0;
				}
			}
		}
		break;
	}

	if(!(type&2)){
		if( hp>0 && sd->status.hp < hp) {				/* HP�`�F�b�N */
			clif_skill_fail(sd,skill,2,0);		/* HP�s���F���s�ʒm */
			return 0;
		}
		if( sp>0 && sd->status.sp < sp) {				/* SP�`�F�b�N */
			clif_skill_fail(sd,skill,1,0);		/* SP�s���F���s�ʒm */
			return 0;
		}
		if( zeny>0 && sd->status.zeny < zeny) {
			clif_skill_fail(sd,skill,5,0);
			return 0;
		}
		if(!(weapon & (1<<sd->status.weapon) ) ) {
			clif_skill_fail(sd,skill,6,0);
			return 0;
		}
		if( spiritball > 0 && sd->spiritball < spiritball) {
			clif_skill_fail(sd,skill,0,0);		// �����s��
			return 0;
		}
	}

	switch(state) {
	case ST_HIDING:
		if(!(sd->status.option&2)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_CLOAKING:
		if(!(sd->status.option&4)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_HIDDEN:
		if(!pc_ishiding(sd)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_RIDING:
		if(!pc_isriding(sd)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_FALCON:
		if(!pc_isfalcon(sd)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_CART:
		if(!pc_iscarton(sd)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_SHIELD:
		if(sd->status.shield <= 0) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_SIGHT:
		if(sd->sc_data[SC_SIGHT].timer == -1 && type&1) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_EXPLOSIONSPIRITS:
		if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_RECOV_WEIGHT_RATE:
		if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_MOVE_ENABLE:
		{
			struct walkpath_data wpd;
			if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillx,sd->skilly,1)==-1) {
				clif_skill_fail(sd,skill,0,0);
				return 0;
			}
		}
		break;
	case ST_WATER:
		if(map_getcell(sd->bl.m,sd->bl.x,sd->bl.y) != 3 && (sd->sc_data[SC_DELUGE].timer==-1)){	//���ꔻ��
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	}

	for(i=0;i<10;i++) {
		int x = lv%11 - 1;
		index[i] = -1;
		if(itemid[i] <= 0)
			continue;
		if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone)
			continue;
		if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065) && sd->sc_data[SC_INTOABYSS].timer != -1)
			continue;
		if(skill == WZ_FIREPILLAR && lv<=5)
			continue; // no gemstones for 1-5 [Celest] 
		if(skill == AM_POTIONPITCHER && i != x)
			continue;

		index[i] = pc_search_inventory(sd,itemid[i]);
		if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
			if(itemid[i] == 716 || itemid[i] == 717)
				clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
			else
				clif_skill_fail(sd,skill,0,0);
			return 0;
		}
	}

	if(!(type&1))
		return 1;

	if(skill != AM_POTIONPITCHER) {
		if(skill == AL_WARP && !(type&2))
			return 1;
		for(i=0;i<10;i++) {
			if(index[i] >= 0)
				pc_delitem(sd,index[i],amount[i],0);		// �A�C�e������
		}
	}

	if(type&2)
		return 1;

	if(sp > 0) {					// SP����
		sd->status.sp-=sp;
		clif_updatestatus(sd,SP_SP);
	}
	if(hp > 0) {					// HP����
		sd->status.hp-=hp;
		clif_updatestatus(sd,SP_HP);
	}
	if(zeny > 0)					// Zeny����
		pc_payzeny(sd,zeny);
	if(spiritball > 0)				// ��������
		pc_delspiritball(sd,spiritball,0);


	return 1;
}

/*==========================================
 * �r�����Ԍv�Z
 *------------------------------------------
 */
int skill_castfix( struct block_list *bl, int time )
{
	struct map_session_data *sd;
	struct mob_data *md; // [Valaris]
	struct status_change *sc_data;
	int dex;
	int castrate=100;
	int skill,lv,castnodex;

	nullpo_retr(0, bl);

	if(bl->type==BL_MOB){ // Crash fix [Valaris]
		md=(struct mob_data*)bl;
		skill = md->skillid;
		lv = md->skilllv;
	}

	else { 
	sd=(struct map_session_data*)bl;
		skill = sd->skillid;
		lv = sd->skilllv;
	}

	if(lv <= 0) return 0;

	sc_data = battle_get_sc_data(bl);
	dex=battle_get_dex(bl);

	if (skill > MAX_SKILL_DB || skill < 0)
	    return 0;

	castnodex=skill_get_castnodex(skill, lv);

	if(time==0)
		return 0;
	if(castnodex > 0 && bl->type==BL_PC)
		castrate=((struct map_session_data *)bl)->castrate;
	else if (castnodex <= 0 && bl->type==BL_PC) {
		castrate=((struct map_session_data *)bl)->castrate;
		time=time*castrate*(battle_config.castrate_dex_scale - dex)/(battle_config.castrate_dex_scale * 100);
		time=time*battle_config.cast_rate/100;
	}

	/* �T�t���M�E�� */
	if(sc_data) {
		if ( sc_data[SC_SUFFRAGIUM].timer!=-1 ){
			time=time*(100-sc_data[SC_SUFFRAGIUM].val1*15)/100;
			skill_status_change_end( bl, SC_SUFFRAGIUM, -1);
		}
		/* �u���M�̎� */
		if( sc_data[SC_POEMBRAGI].timer!=-1 )
			time=time*(100-(sc_data[SC_POEMBRAGI].val1*3+sc_data[SC_POEMBRAGI].val2
					+(sc_data[SC_POEMBRAGI].val3>>16)))/100;
	}

	return (time>0)?time:0;
}
/*==========================================
 * �f�B���C�v�Z
 *------------------------------------------
 */
int skill_delayfix( struct block_list *bl, int time )
{
	struct status_change *sc_data;

	nullpo_retr(0, bl);

	sc_data = battle_get_sc_data(bl);
	if(time<=0)
		return 0;

	if(bl->type == BL_PC) {
		if( battle_config.delay_dependon_dex )	/* dex�̉e�����v�Z���� */
			time=time*(battle_config.castrate_dex_scale - battle_get_dex(bl))/battle_config.castrate_dex_scale;
		time=time*battle_config.delay_rate/100;
	}

	/* �u���M�̎� */
	if(sc_data && sc_data[SC_POEMBRAGI].timer!=-1 )
		time=time*(100-(sc_data[SC_POEMBRAGI].val1*3+sc_data[SC_POEMBRAGI].val2
				+(sc_data[SC_POEMBRAGI].val3&0xffff)))/100;

	return (time>0)?time:0;
}

/*==========================================
 * �X�L���g�p�iID�w��j
 *------------------------------------------
 */
int skill_use_id( struct map_session_data *sd, int target_id,
	int skill_num, int skill_lv)
{
	unsigned int tick;
	int casttime=0,delay=0,skill,range;
	struct map_session_data* target_sd=NULL;
	int forcecast=0;
	struct block_list *bl;
	struct status_change *sc_data;
	tick=gettick();

	nullpo_retr(0, sd);

	if( (bl=map_id2bl(target_id)) == NULL ){
/*		if(battle_config.error_log)
			printf("skill target not found %d\n",target_id); */
		return 0;
	}
	if(sd->bl.m != bl->m || pc_isdead(sd))
		return 0;
	
	if(skillnotok(skill_num, sd)) // [MouseJstr]
		return 0;
	
	sc_data=sd->sc_data;

	/* ��?��ُ�i�������A�O�����Ȃǂ̔��������j */
	if( sd->opt1>0 )
		return 0;
	if(sc_data){
		if(sc_data[SC_CHASEWALK].timer != -1) return 0;
		if(sc_data[SC_VOLCANO].timer != -1){
			if(skill_num==WZ_ICEWALL) return 0;
		}
		if(sc_data[SC_ROKISWEIL].timer!=-1){
			if(skill_num==BD_ADAPTATION) return 0;
		}
		if(sc_data[SC_DIVINA].timer!=-1 ||
			sc_data[SC_ROKISWEIL].timer!=-1 ||
			(sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
			sc_data[SC_STEELBODY].timer != -1 ||
			sc_data[SC_BERSERK].timer != -1  ||
			(sc_data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){
			return 0;	/* ?�Ԉُ�Ⓘ?�Ȃ� */
		}

		if(sc_data[SC_BLADESTOP].timer != -1){
			int lv = sc_data[SC_BLADESTOP].val1;
			if(sc_data[SC_BLADESTOP].val2==1) return 0;//���H���ꂽ���Ȃ̂Ń_��
			if(lv==1) return 0;
			if(lv==2 && skill_num!=MO_FINGEROFFENSIVE) return 0;
			if(lv==3 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE) return 0;
			if(lv==4 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO) return 0;
			if(lv==5 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO && skill_num!=MO_EXTREMITYFIST) return 0;
		}

		if (sc_data[SC_BLOCKSKILL].timer!=-1)
			if (skill_num == sc_data[SC_BLOCKSKILL].val3)
				return 0;

		if (sc_data[SC_BASILICA].timer != -1) { // Disallow all other skills in Basilica [celest]
			struct skill_unit *su;
			if ((su = (struct skill_unit *)sc_data[SC_BASILICA].val4)) {
				struct skill_unit_group *sg;
				// if caster is the owner of basilica
				if ((sg = su->group) && sg->src_id == sd->bl.id) {
					// skill_status_change_end(&sd->bl,SC_BASILICA,-1);
					// skill_delunitgroup (sg);
					if (skill_num != HP_BASILICA) return 0;
				} // otherwise...
				else
					return 0;
			}
		}
		/* ���t/�_���X�� */
		if(sc_data[SC_DANCING].timer!=-1 ){
	//		if(battle_config.pc_skill_log)
	//			printf("dancing! %d\n",skill_num);
			if( sc_data[SC_DANCING].val4 && skill_num!=BD_ADAPTATION ) //���t���̓A�h���u�ȊO�s��
				return 0;
			if(skill_num!=BD_ADAPTATION && skill_num!=BA_MUSICALSTRIKE && skill_num!=DC_THROWARROW){
				return 0;
			}
		}
	}

	if(sd->status.option&4 && skill_num==TF_HIDING)
		return 0;
	if(sd->status.option&2 && skill_num!=TF_HIDING && skill_num!=AS_GRIMTOOTH && skill_num!=RG_BACKSTAP && skill_num!=RG_RAID )
		return 0;

	/*if(map[sd->bl.m].flag.gvg){ //GvG�Ŏg�p�ł��Ȃ��X�L��
		switch(skill_num){
		case SM_ENDURE:
		case AL_TELEPORT:
		case AL_WARP:
		case WZ_ICEWALL:
		case TF_BACKSLIDING:
		//case LK_BERSERK: // now usable in WoE - celest
		case HP_BASILICA:
		case HP_ASSUMPTIO:
		case ST_CHASEWALK:
		return 0;
		}
	}*/	

	if(skill_get_inf2(skill_num)&0x200 && sd->bl.id == target_id)
		return 0;
	//���O�̃X�L��������?����K�v�̂���X�L��
	switch(skill_num){
	case SA_CASTCANCEL:
		if(sd->skillid != skill_num){ //�L���X�g�L�����Z����?��?���Ȃ�
			sd->skillid_old = sd->skillid;
			sd->skilllv_old = sd->skilllv;
			break;
		}
	case BD_ENCORE:					/* �A���R?�� */
		if(!sd->skillid_dance){ //�O��g�p�����x�肪�Ȃ��Ƃ���
			clif_skill_fail(sd,skill_num,0,0);
			return 0;
		}else{
			sd->skillid_old = skill_num;
		}
		break;

	case GD_BATTLEORDER:
	case GD_REGENERATION:
	case GD_RESTORE:
	case GD_EMERGENCYCALL:
		{
			struct guild *g;
			if (!sd->status.guild_id)
				return 0;
			if (!(g = guild_search(sd->status.guild_id)))
				return 0;
			if (strcmp(sd->status.name,g->master))
				return 0;
			if (skill_lv <= 0) skill_lv = 1;
		}
		break;
	}

	sd->skillid = skill_num;
	sd->skilllv = skill_lv;

	switch(skill_num){ //���O�Ƀ��x����?������肷��X�L��
	case BD_LULLABY:				/* �q��� */
	case BD_RICHMANKIM:				/* �j�����h�̉� */
	case BD_ETERNALCHAOS:			/* �i���̍��� */
	case BD_DRUMBATTLEFIELD:		/* ?���ۂ̋��� */
	case BD_RINGNIBELUNGEN:			/* �j?�x�����O�̎w�� */
	case BD_ROKISWEIL:				/* ���L�̋��� */
	case BD_INTOABYSS:				/* �[���̒��� */
	case BD_SIEGFRIED:				/* �s���g�̃W?�N�t��?�h */
	case BD_RAGNAROK:				/* �_?��?�� */
	case CG_MOONLIT:				/* ������̐�ɗ�����Ԃт� */
		{
			int range=1;
			int c=0;
			map_foreachinarea(skill_check_condition_char_sub,sd->bl.m,
				sd->bl.x-range,sd->bl.y-range,
				sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
			if(c<1){
				clif_skill_fail(sd,skill_num,0,0);
				return 0;
			}else if(c==99){ //�����s�v�ݒ肾����
				;
			}else{
				sd->skilllv=(c + skill_lv)/2;
			}
		}
		break;
	}

	if(!skill_check_condition(sd,0)) return 0;

	/* �˒��Ə�Q���`�F�b�N */
	range = skill_get_range(skill_num,skill_lv);
	if(range < 0)
		range = battle_get_range(&sd->bl) - (range + 1);
	if(!battle_check_range(&sd->bl,bl,range) )
		return 0;

	if(bl->type==BL_PC) {
		target_sd=(struct map_session_data*)bl;
		if(target_sd && skill_num == ALL_RESURRECTION && !pc_isdead(target_sd))
			return 0;
	}
	if((skill_num != MO_CHAINCOMBO &&
	    skill_num != MO_COMBOFINISH &&
	    skill_num != MO_EXTREMITYFIST &&
	    skill_num != CH_TIGERFIST &&
	    skill_num != CH_CHAINCRUSH) ||
		(skill_num == MO_EXTREMITYFIST && sd->state.skill_flag) )
		pc_stopattack(sd);

	casttime=skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) );
	if(skill_num != SA_MAGICROD)
		delay=skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) );
	//sd->state.skillcastcancel = skill_db[skill_num].castcancel;
	sd->state.skillcastcancel = skill_get_castcancel(skill_num);

	switch(skill_num){	/* ���������?�����K�v */
//	case AL_HEAL:	/* �q?�� */
//		if(battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
//			forcecast=1;	/* �q?���A�^�b�N�Ȃ�r���G�t�F�N�g�L�� */
//		break;
	case ALL_RESURRECTION:	/* ���U���N�V���� */
		if(bl->type != BL_PC && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))){	/* �G���A���f�b�h�Ȃ� */
			forcecast=1;	/* �^?���A���f�b�g�Ɠ����r������ */
			casttime=skill_castfix(&sd->bl, skill_get_cast(PR_TURNUNDEAD,skill_lv) );
		}
		break;
	case MO_FINGEROFFENSIVE:	/* �w? */
		casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv);
		break;
	case MO_CHAINCOMBO:		/*�A�ŏ�*/
		target_id = sd->attacktarget;
		if( sc_data && sc_data[SC_BLADESTOP].timer!=-1 ){
			struct block_list *tbl;
			if((tbl=(struct block_list *)sc_data[SC_BLADESTOP].val4) == NULL) //�^?�Q�b�g�����Ȃ��H
				return 0;
			target_id = tbl->id;
		}
		break;
	case MO_COMBOFINISH:		/*�җ���*/
	case CH_TIGERFIST:		/* ���Ռ� */
	case CH_CHAINCRUSH:		/* �A����? */
		target_id = sd->attacktarget;
		break;

// -- moonsoul	(altered to allow proper usage of extremity from new champion combos)
//
	case MO_EXTREMITYFIST:	/*���C���e�P��*/
		if(sc_data && sc_data[SC_COMBO].timer != -1 && (sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) {
			casttime = 0;
			target_id = sd->attacktarget;
		}
		forcecast=1;
		break;
	case SA_MAGICROD:
	case SA_SPELLBREAKER:
		forcecast=1;
		break;
	case WE_MALE:
	case WE_FEMALE:
		{
			struct map_session_data *p_sd = NULL;
			if((p_sd = pc_get_partner(sd)) == NULL)
				return 0;
			target_id = p_sd->bl.id;
			//range������1��?��
			range = skill_get_range(skill_num,skill_lv);
			if(range < 0)
				range = battle_get_range(&sd->bl) - (range + 1);
			if(!battle_check_range(&sd->bl,&p_sd->bl,range))
				return 0;
		}
		break;
	case AS_SPLASHER:				/* �x�i���X�v���b�V��? */
		{
			struct status_change *t_sc_data = battle_get_sc_data(bl);
			if(t_sc_data && t_sc_data[SC_POISON].timer==-1){
				clif_skill_fail(sd,skill_num,0,10);
				return 0;
			}
		}
		break;
	case PF_MEMORIZE:				/* �������C�Y */
		casttime = 12000;
		break;
	case GD_BATTLEORDER:
	case GD_REGENERATION:
	case GD_RESTORE:
	case GD_EMERGENCYCALL:
		casttime = 1000; // temporary [Celest]
		break;
	}

	//�������C�Y?�ԂȂ�L���X�g�^�C����1/3
	if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){
		casttime = casttime/2;
		if((--sc_data[SC_MEMORIZE].val2)<=0)
			skill_status_change_end(&sd->bl, SC_MEMORIZE, -1);
	}

	if(battle_config.pc_skill_log)
		printf("PC %d skill use target_id=%d skill=%d lv=%d cast=%d\n",sd->bl.id,target_id,skill_num,skill_lv,casttime);

//	if(sd->skillitem == skill_num)
//		casttime = delay = 0;

	if( casttime>0 || forcecast ){ /* �r�����K�v */
		struct mob_data *md;
		clif_skillcasting( &sd->bl, sd->bl.id, target_id, 0,0, skill_num,casttime);

		/* �r����?�����X�^? */
		if( bl->type==BL_MOB && (md=(struct mob_data *)bl) && mob_db[md->class].mode&0x10 &&
			md->state.state!=MS_ATTACK && sd->invincible_timer == -1){
				md->target_id=sd->bl.id;
				md->state.targettype = ATTACKABLE;
				md->min_chase=13;
		}
	}

	if( casttime<=0 )	/* �r���̖������̂̓L�����Z������Ȃ� */
		sd->state.skillcastcancel=0;

	sd->skilltarget	= target_id;
/*	sd->cast_target_bl	= bl; */
	sd->skillx		= 0;
	sd->skilly		= 0;
	sd->canact_tick = tick + casttime + delay;
	sd->canmove_tick = tick;
	if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1 && sd->skillid != AS_CLOAKING)
		skill_status_change_end(&sd->bl,SC_CLOAKING,-1);
	if(casttime > 0) {
		sd->skilltimer = add_timer( tick+casttime, skill_castend_id, sd->bl.id, 0 );
		if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
			sd->prev_speed = sd->speed;
			sd->speed = sd->speed*(175 - skill*5)/100;
			clif_updatestatus(sd,SP_SPEED);
		}
		else
			pc_stop_walking(sd,0);
	}
	else {
		if(skill_num != SA_CASTCANCEL)
			sd->skilltimer = -1;
		skill_castend_id(sd->skilltimer,tick,sd->bl.id,0);
	}

	//�}�W�b�N�p��?��?�ʏI��
	//if(sc_data && sc_data[SC_MAGICPOWER].timer != -1 && skill_num != HW_MAGICPOWER)
	//	skill_status_change_end(&sd->bl,SC_MAGICPOWER,-1);	// moved

	return 0;
}

/*==========================================
 * �X�L���g�p�i�ꏊ�w��j
 *------------------------------------------
 */
int skill_use_pos( struct map_session_data *sd,
	int skill_x, int skill_y, int skill_num, int skill_lv)
{
	struct block_list bl;
	struct status_change *sc_data;
	unsigned int tick;
	int casttime=0,delay=0,skill,range;

	nullpo_retr(0, sd);

	if(pc_isdead(sd))
		return 0;

	if (skillnotok(skill_num, sd)) // [MoueJstr]
		return 0;

	if(skill_num==WZ_ICEWALL && map[sd->bl.m].flag.noicewall && !map[sd->bl.m].flag.pvp)  { // noicewall flag [Valaris]
		clif_skill_fail(sd,sd->skillid,0,0);
		return 0;
	}

	sc_data=sd->sc_data;

	if( sd->opt1>0 )
		return 0;
	if(sc_data){
		if( sc_data[SC_DIVINA].timer!=-1 ||
			sc_data[SC_ROKISWEIL].timer!=-1 ||
			sc_data[SC_AUTOCOUNTER].timer != -1 ||
			sc_data[SC_STEELBODY].timer != -1 ||
			sc_data[SC_DANCING].timer!=-1 ||
			sc_data[SC_BERSERK].timer != -1  ||
			sc_data[SC_MARIONETTE].timer != -1)
			return 0;	/* ?�Ԉُ�Ⓘ?�Ȃ� */

		if (sc_data[SC_BLOCKSKILL].timer!=-1)
			if (skill_num == sd->sc_data[SC_BLOCKSKILL].val3)
				return 0;

		if (sc_data[SC_BASILICA].timer != -1) { // Basilica cancels if caster moves [celest]
			struct skill_unit *su;
			if ((su = (struct skill_unit *)sc_data[SC_BASILICA].val4)) {
				struct skill_unit_group *sg;
				// if caster is the owner of basilica
				if ((sg = su->group) && sg->src_id == sd->bl.id) {
					// skill_status_change_end(&sd->bl,SC_BASILICA,-1);
					// skill_delunitgroup (sg);
					if (skill_num != HP_BASILICA) return 0;
				} // otherwise...
				else
					return 0;
			}
		}
	}

	if(sd->status.option&2)
		return 0;

/*	if(map[sd->bl.m].flag.gvg &&
		(skill_num == SM_ENDURE || skill_num == AL_TELEPORT ||
		skill_num == AL_WARP || skill_num == WZ_ICEWALL || 
		skill_num == TF_BACKSLIDING))
		return 0;*/

	sd->skillid = skill_num;
	sd->skilllv = skill_lv;
	if(skill_lv <= 0) return 0;
	sd->skillx = skill_x;
	sd->skilly = skill_y;
	if(!skill_check_condition(sd,0)) return 0;

	/* �˒��Ə�Q���`�F�b�N */
	bl.type = BL_NUL;
	bl.m = sd->bl.m;
	bl.x = skill_x;
	bl.y = skill_y;
	range = skill_get_range(skill_num,skill_lv);
	if(range < 0)
		range = battle_get_range(&sd->bl) - (range + 1);
	if(!battle_check_range(&sd->bl,&bl,range) )
		return 0;

	pc_stopattack(sd);

	casttime=skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) );
	delay=skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) );
	sd->state.skillcastcancel = skill_db[skill_num].castcancel;

	if(battle_config.pc_skill_log)
		printf("PC %d skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d\n",sd->bl.id,skill_x,skill_y,skill_num,skill_lv,casttime);

//	if(sd->skillitem == skill_num)
//		casttime = delay = 0;
	//�������C�Y?�ԂȂ�L���X�g�^�C����1/3
	if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){
		casttime = casttime/3;
		if((--sc_data[SC_MEMORIZE].val2)<=0)
			skill_status_change_end(&sd->bl, SC_MEMORIZE, -1);
	}

	if( casttime>0 )	/* �r�����K�v */
		clif_skillcasting( &sd->bl,
			sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);

	if( casttime<=0 )	/* �r���̖������̂̓L�����Z������Ȃ� */
		sd->state.skillcastcancel=0;

	sd->skilltarget	= 0;
/*	sd->cast_target_bl	= NULL; */
	tick=gettick();
	sd->canact_tick = tick + casttime + delay;
	sd->canmove_tick = tick;
	if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1)
		skill_status_change_end(&sd->bl,SC_CLOAKING,-1);
	if(casttime > 0) {
		sd->skilltimer = add_timer( tick+casttime, skill_castend_pos, sd->bl.id, 0 );
		if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
			sd->prev_speed = sd->speed;
			sd->speed = sd->speed*(175 - skill*5)/100;
			clif_updatestatus(sd,SP_SPEED);
		}
		else
			pc_stop_walking(sd,0);
	}
	else {
		sd->skilltimer = -1;
		skill_castend_pos(sd->skilltimer,tick,sd->bl.id,0);
	}
	//�}�W�b�N�p��?��?�ʏI��
	if(sc_data && sc_data[SC_MAGICPOWER].timer != -1 && skill_num != HW_MAGICPOWER)
		skill_status_change_end(&sd->bl,SC_MAGICPOWER,-1);

	return 0;
}

/*==========================================
 * �X�L���r���L�����Z��
 *------------------------------------------
 */
int skill_castcancel(struct block_list *bl,int type)
{
	int inf;
	int ret=0;

	nullpo_retr(0, bl);

	if(bl->type==BL_PC){
		struct map_session_data *sd=(struct map_session_data *)bl;
		unsigned long tick=gettick();
		nullpo_retr(0, sd);
		sd->canact_tick=tick;
		sd->canmove_tick = tick;
		if( sd->skilltimer!=-1){
			if(pc_checkskill(sd,SA_FREECAST) > 0) {
				sd->speed = sd->prev_speed;
				clif_updatestatus(sd,SP_SPEED);
			}
			if(!type) {
				if((inf = skill_get_inf( sd->skillid )) == 2 || inf == 32)
					ret=delete_timer( sd->skilltimer, skill_castend_pos );
				else
					ret=delete_timer( sd->skilltimer, skill_castend_id );
				if(ret<0)
					printf("delete timer error : skillid : %d\n",sd->skillid);
			}
			else {
				if((inf = skill_get_inf( sd->skillid_old )) == 2 || inf == 32)
					ret=delete_timer( sd->skilltimer, skill_castend_pos );
				else
					ret=delete_timer( sd->skilltimer, skill_castend_id );
				if(ret<0)
					printf("delete timer error : skillid : %d\n",sd->skillid_old);
			}
			sd->skilltimer=-1;
			clif_skillcastcancel(bl);
		}

		return 0;
	}else if(bl->type==BL_MOB){
		struct mob_data *md=(struct mob_data *)bl;
		nullpo_retr(0, md);
		if( md->skilltimer!=-1 ){
			if((inf = skill_get_inf( md->skillid )) == 2 || inf == 32)
				ret=delete_timer( md->skilltimer, mobskill_castend_pos );
			else
				ret=delete_timer( md->skilltimer, mobskill_castend_id );
			md->skilltimer=-1;
			clif_skillcastcancel(bl);
		}
		if(ret<0)
			printf("delete timer error : skillid : %d\n",md->skillid);
		return 0;
	}
	return 1;
}
/*=========================================
 * �u�����f�B�b�V���X�s�A ������?����
 *----------------------------------------
 */
void skill_brandishspear_first(struct square *tc,int dir,int x,int y){

	nullpo_retv(tc);

	if(dir == 0){
		tc->val1[0]=x-2;
		tc->val1[1]=x-1;
		tc->val1[2]=x;
		tc->val1[3]=x+1;
		tc->val1[4]=x+2;
		tc->val2[0]=
		tc->val2[1]=
		tc->val2[2]=
		tc->val2[3]=
		tc->val2[4]=y-1;
	}
	else if(dir==2){
		tc->val1[0]=
		tc->val1[1]=
		tc->val1[2]=
		tc->val1[3]=
		tc->val1[4]=x+1;
		tc->val2[0]=y+2;
		tc->val2[1]=y+1;
		tc->val2[2]=y;
		tc->val2[3]=y-1;
		tc->val2[4]=y-2;
	}
	else if(dir==4){
		tc->val1[0]=x-2;
		tc->val1[1]=x-1;
		tc->val1[2]=x;
		tc->val1[3]=x+1;
		tc->val1[4]=x+2;
		tc->val2[0]=
		tc->val2[1]=
		tc->val2[2]=
		tc->val2[3]=
		tc->val2[4]=y+1;
	}
	else if(dir==6){
		tc->val1[0]=
		tc->val1[1]=
		tc->val1[2]=
		tc->val1[3]=
		tc->val1[4]=x-1;
		tc->val2[0]=y+2;
		tc->val2[1]=y+1;
		tc->val2[2]=y;
		tc->val2[3]=y-1;
		tc->val2[4]=y-2;
	}
	else if(dir==1){
		tc->val1[0]=x-1;
		tc->val1[1]=x;
		tc->val1[2]=x+1;
		tc->val1[3]=x+2;
		tc->val1[4]=x+3;
		tc->val2[0]=y-4;
		tc->val2[1]=y-3;
		tc->val2[2]=y-1;
		tc->val2[3]=y;
		tc->val2[4]=y+1;
	}
	else if(dir==3){
		tc->val1[0]=x+3;
		tc->val1[1]=x+2;
		tc->val1[2]=x+1;
		tc->val1[3]=x;
		tc->val1[4]=x-1;
		tc->val2[0]=y-1;
		tc->val2[1]=y;
		tc->val2[2]=y+1;
		tc->val2[3]=y+2;
		tc->val2[4]=y+3;
	}
	else if(dir==5){
		tc->val1[0]=x+1;
		tc->val1[1]=x;
		tc->val1[2]=x-1;
		tc->val1[3]=x-2;
		tc->val1[4]=x-3;
		tc->val2[0]=y+3;
		tc->val2[1]=y+2;
		tc->val2[2]=y+1;
		tc->val2[3]=y;
		tc->val2[4]=y-1;
	}
	else if(dir==7){
		tc->val1[0]=x-3;
		tc->val1[1]=x-2;
		tc->val1[2]=x-1;
		tc->val1[3]=x;
		tc->val1[4]=x+1;
		tc->val2[1]=y;
		tc->val2[0]=y+1;
		tc->val2[2]=y-1;
		tc->val2[3]=y-2;
		tc->val2[4]=y-3;
	}

}

/*=========================================
 * �u�����f�B�b�V���X�s�A �������� ��??��
 *-----------------------------------------
 */
void skill_brandishspear_dir(struct square *tc,int dir,int are){

	int c;

	nullpo_retv(tc);

	for(c=0;c<5;c++){
		if(dir==0){
			tc->val2[c]+=are;
		}else if(dir==1){
			tc->val1[c]-=are; tc->val2[c]+=are;
		}else if(dir==2){
			tc->val1[c]-=are;
		}else if(dir==3){
			tc->val1[c]-=are; tc->val2[c]-=are;
		}else if(dir==4){
			tc->val2[c]-=are;
		}else if(dir==5){
			tc->val1[c]+=are; tc->val2[c]-=are;
		}else if(dir==6){
			tc->val1[c]+=are;
		}else if(dir==7){
			tc->val1[c]+=are; tc->val2[c]+=are;
		}
	}
}

/*==========================================
 * �f�B�{?�V���� �L?�m�F
 *------------------------------------------
 */
void skill_devotion(struct map_session_data *md,int target)
{
	// ?�m�F
	int n;

	nullpo_retv(md);

	for(n=0;n<5;n++){
		if(md->dev.val1[n]){
			struct map_session_data *sd = map_id2sd(md->dev.val1[n]);
			// ���肪���‚���Ȃ� // ������f�B�{���Ă�̂���������Ȃ� // ����������Ă�
			if( sd == NULL || (sd->sc_data && (md->bl.id != sd->sc_data[SC_DEVOTION].val1)) || skill_devotion3(&md->bl,md->dev.val1[n])){
				skill_devotion_end(md,sd,n);
			}
		}
	}
}
void skill_devotion2(struct block_list *bl,int crusader)
{
	// ��f�B�{?�V������?�������̋����`�F�b�N
	struct map_session_data *sd = map_id2sd(crusader);

	nullpo_retv(bl);

	if(sd) skill_devotion3(&sd->bl,bl->id);
}
int skill_devotion3(struct block_list *bl,int target)
{
	// �N���Z��?�������̋����`�F�b�N
	struct map_session_data *md;
	struct map_session_data *sd;
	int n,r=0;

	nullpo_retr(1, bl);

	if( (md = (struct map_session_data *)bl) == NULL || (sd = map_id2sd(target)) == NULL )
		return 1;
	else
		r = distance(bl->x,bl->y,sd->bl.x,sd->bl.y);

	if(pc_checkskill(sd,CR_DEVOTION)+6 < r){	// ���e��?�𒴂��Ă�
		for(n=0;n<5;n++)
			if(md->dev.val1[n]==target)
				md->dev.val2[n]=0;	// ���ꂽ���́A?��؂邾��
		clif_devotion(md,sd->bl.id);
		return 1;
	}
	return 0;
}

void skill_devotion_end(struct map_session_data *md,struct map_session_data *sd,int target)
{
	// �N���Z�Ɣ�f�B�{�L�����̃��Z�b�g
	nullpo_retv(md);
	nullpo_retv(sd);

	md->dev.val1[target]=md->dev.val2[target]=0;
	if(sd && sd->sc_data){
	//	skill_status_change_end(sd->bl,SC_DEVOTION,-1);
		sd->sc_data[SC_DEVOTION].val1=0;
		sd->sc_data[SC_DEVOTION].val2=0;
		clif_status_change(&sd->bl,SC_DEVOTION,0);
		clif_devotion(md,sd->bl.id);
	}
}
/*==========================================
 * �I?�g�X�y��
 *------------------------------------------
 */
int skill_autospell(struct map_session_data *sd,int skillid)
{
	int skilllv;
	int maxlv=1,lv;

	nullpo_retr(0, sd);

	skilllv = pc_checkskill(sd,SA_AUTOSPELL);
	if(skilllv <= 0) return 0;

	if(skillid==MG_NAPALMBEAT)	maxlv=3;
	else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
		if(skilllv==2) maxlv=1;
		else if(skilllv==3) maxlv=2;
		else if(skilllv>=4) maxlv=3;
	}
	else if(skillid==MG_SOULSTRIKE){
		if(skilllv==5) maxlv=1;
		else if(skilllv==6) maxlv=2;
		else if(skilllv>=7) maxlv=3;
	}
	else if(skillid==MG_FIREBALL){
		if(skilllv==8) maxlv=1;
		else if(skilllv>=9) maxlv=2;
	}
	else if(skillid==MG_FROSTDIVER) maxlv=1;
	else return 0;

	if(maxlv > (lv=pc_checkskill(sd,skillid)))
		maxlv = lv;

	skill_status_change_start(&sd->bl,SC_AUTOSPELL,skilllv,skillid,maxlv,0,	// val1:�X�L��ID val2:�g�p�ő�Lv
		skill_get_time(SA_AUTOSPELL,skilllv),0);// �ɂ��Ă݂�����bscript�������Ղ�???�H
	return 0;
}

/*==========================================
 * �M�����O�X�^?�p���_�C�X����?��(foreachinarea)
 *------------------------------------------
 */

static int skill_gangster_count(struct block_list *bl,va_list ap)
{
	int *c;
	struct map_session_data *sd;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);

	sd=(struct map_session_data*)bl;
	c=va_arg(ap,int *);

	if(sd && c && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
		(*c)++;
	return 0;
}

static int skill_gangster_in(struct block_list *bl,va_list ap)
{
	struct map_session_data *sd;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);

	sd=(struct map_session_data*)bl;
	if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
		sd->state.gangsterparadise=1;
	return 0;
}

static int skill_gangster_out(struct block_list *bl,va_list ap)
{
	struct map_session_data *sd;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);

	sd=(struct map_session_data*)bl;
	if(sd && sd->state.gangsterparadise)
		sd->state.gangsterparadise=0;
	return 0;
}

int skill_gangsterparadise(struct map_session_data *sd ,int type)
{
	int range=1;
	int c=0;

	nullpo_retr(0, sd);

	if(pc_checkskill(sd,RG_GANGSTER) <= 0)
		return 0;

	if(type==1) {/* ����������?�� */
		map_foreachinarea(skill_gangster_count,sd->bl.m,
			sd->bl.x-range,sd->bl.y-range,
			sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
		if(c > 1) {/*�M�����O�X�^?���������玩���ɂ��M�����O�X�^??���t?*/
			map_foreachinarea(skill_gangster_in,sd->bl.m,
				sd->bl.x-range,sd->bl.y-range,
				sd->bl.x+range,sd->bl.y+range,BL_PC);
			sd->state.gangsterparadise = 1;
		}
		return 0;
	}
	else if(type==0) {/* �����オ�����Ƃ���?�� */
		map_foreachinarea(skill_gangster_count,sd->bl.m,
			sd->bl.x-range,sd->bl.y-range,
			sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
		if(c < 2)
			map_foreachinarea(skill_gangster_out,sd->bl.m,
				sd->bl.x-range,sd->bl.y-range,
				sd->bl.x+range,sd->bl.y+range,BL_PC);
		sd->state.gangsterparadise = 0;
		return 0;
	}
	return 0;
}
/*==========================================
 * �����W��?�N?�X�N��?������?��(foreachinarea)
 *------------------------------------------
 */
int skill_frostjoke_scream(struct block_list *bl,va_list ap)
{
	struct block_list *src;
	int skillnum,skilllv;
	unsigned int tick;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, src=va_arg(ap,struct block_list*));

	skillnum=va_arg(ap,int);
	skilllv=va_arg(ap,int);
	if(skilllv <= 0) return 0;
	tick=va_arg(ap,unsigned int);

	if(src == bl)//�����ɂ�?���Ȃ�
		return 0;

	if(battle_check_target(src,bl,BCT_ENEMY) > 0)
		skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
	else if(battle_check_target(src,bl,BCT_PARTY) > 0) {
		if(rand()%100 < 10)//PT�����o�ɂ���m���ł�����(�Ƃ肠����10%)
			skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
	}

	return 0;
}

/*==========================================
 *�A�u���J�_�u���̎g�p�X�L������(����X�L�����_���Ȃ�0��Ԃ�)
 *------------------------------------------
 */
int skill_abra_dataset(int skilllv)
{
	int skill = rand()%331;

	if(skilllv <= 0) return 0;

	//db�Ɋ�Â����x��?�m������
	if(skill_abra_db[skill].req_lv > skilllv || rand()%10000 >= skill_abra_db[skill].per) return 0;
	//NPC�X�L���̓_��
	if(skill >= NPC_PIERCINGATT && skill <= NPC_SUMMONMONSTER) return 0;
	//���t�X�L���̓_��
	if(skill_is_danceskill(skill)) return 0;

	return skill;
}

/*==========================================
 *
 *------------------------------------------
 */
int skill_attack_area(struct block_list *bl,va_list ap)
{
	struct block_list *src,*dsrc;
	int atk_type,skillid,skilllv,flag,type;
	unsigned int tick;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);

	atk_type = va_arg(ap,int);
	if((src=va_arg(ap,struct block_list*)) == NULL)
		return 0;
	if((dsrc=va_arg(ap,struct block_list*)) == NULL)
		return 0;
	skillid=va_arg(ap,int);
	skilllv=va_arg(ap,int);
	if(skilllv <= 0) return 0;
	tick=va_arg(ap,unsigned int);
	flag=va_arg(ap,int);
	type=va_arg(ap,int);

	if(battle_check_target(dsrc,bl,type) > 0)
		skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);

	return 0;
}
/*==========================================
 *
 *------------------------------------------
 */
int skill_clear_element_field(struct block_list *bl)
{
	struct mob_data *md=NULL;
	struct map_session_data *sd=NULL;
	int i,skillid;

	nullpo_retr(0, bl);

	if(bl->type==BL_MOB)
		md=(struct mob_data *)bl;
	if(bl->type==BL_PC)
		sd=(struct map_session_data *)bl;

	for(i=0;i<MAX_MOBSKILLUNITGROUP;i++){
		if(sd){
			skillid=sd->skillunit[i].skill_id;
			if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
				skill_delunitgroup(&sd->skillunit[i]);
		}else if(md){
			skillid=md->skillunit[i].skill_id;
			if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
				skill_delunitgroup(&md->skillunit[i]);
		}
	}
	return 0;
}
/*==========================================
 * �����h�v���e�N�^?�`�F�b�N(foreachinarea)
 *------------------------------------------
 */
int skill_landprotector(struct block_list *bl, va_list ap )
{
	int skillid;
	int *alive;
	struct skill_unit *unit;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);

	skillid=va_arg(ap,int);
	alive=va_arg(ap,int *);
	if((unit=(struct skill_unit *)bl) == NULL)
		return 0;

	if(skillid==SA_LANDPROTECTOR){
		skill_delunit(unit);
	}else{
		if(alive && unit->group->skill_id==SA_LANDPROTECTOR)
			(*alive)=0;
	}
	return 0;
}
/*==========================================
 * �C�h�D���̗ь�̉�?��(foreachinarea)
 *------------------------------------------
 */
int skill_idun_heal(struct block_list *bl, va_list ap )
{
	struct skill_unit *unit;
	struct skill_unit_group *sg;
	int heal;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, unit = va_arg(ap,struct skill_unit *));
	nullpo_retr(0, sg = unit->group);

	heal=30+sg->skill_lv*5+((sg->val1)>>16)*5+((sg->val1)&0xfff)/2;

	if(bl->type == BL_SKILL || bl->id == sg->src_id)
		return 0;

	if(bl->type == BL_PC || bl->type == BL_MOB){
	clif_skill_nodamage(&unit->bl,bl,AL_HEAL,heal,1);
	battle_heal(NULL,bl,heal,0,0);
	}
	return 0;
}

/*==========================================
 * �w���??��src��?���ėL?�ȃ^?�Q�b�g��bl��?��?����(foreachinarea)
 *------------------------------------------
 */
int skill_count_target(struct block_list *bl, va_list ap ){
	struct block_list *src;
	int *c;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);

	if((src = va_arg(ap,struct block_list *)) == NULL)
		return 0;
	if((c = va_arg(ap,int *)) == NULL)
		return 0;
	if(battle_check_target(src,bl,BCT_ENEMY) > 0)
		(*c)++;
	return 0;
}
/*==========================================
 * �g���b�v��??��(foreachinarea)
 *------------------------------------------
 */
int skill_trap_splash(struct block_list *bl, va_list ap )
{
	struct block_list *src;
	int tick;
	int splash_count;
	struct skill_unit *unit;
	struct skill_unit_group *sg;
	struct block_list *ss;
	int i;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, src = va_arg(ap,struct block_list *));
	nullpo_retr(0, unit = (struct skill_unit *)src);
	nullpo_retr(0, sg = unit->group);
	nullpo_retr(0, ss = map_id2bl(sg->src_id));

	tick = va_arg(ap,int);
	splash_count = va_arg(ap,int);

	if(battle_check_target(src,bl,BCT_ENEMY) > 0){
		switch(sg->unit_id){
			case 0x95:	/* �T���h�}�� */
			case 0x96:	/* �t���b�V��? */
			case 0x94:	/* �V���b�N�E�F?�u�g���b�v */
				skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
				break;
			case 0x8f:	/* �u���X�g�}�C�� */
			case 0x98:	/* �N���C���A?�g���b�v */
				for(i=0;i<splash_count;i++){
					skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
				}
			case 0x97:	/* �t��?�W���O�g���b�v */
					skill_attack(BF_WEAPON,	ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
				break;
			default:
				break;
		}
	}

	return 0;
}
/*----------------------------------------------------------------------------
 * �X�e?�^�X�ُ�
 *----------------------------------------------------------------------------
 */

/*==========================================
 * �X�e?�^�X�ُ�^�C�}?��??��
 *------------------------------------------
 */
int skill_status_change_timer_sub(struct block_list *bl, va_list ap )
{
	struct block_list *src;
	int type;
	unsigned int tick;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, src=va_arg(ap,struct block_list*));
	type=va_arg(ap,int);
	tick=va_arg(ap,unsigned int);

	if(bl->type!=BL_PC && bl->type!=BL_MOB)
		return 0;

	switch( type ){
	case SC_SIGHT:	/* �T�C�g */
	case SC_CONCENTRATE:
		if( (*battle_get_option(bl))&6 ){
			skill_status_change_end( bl, SC_HIDING, -1);
			skill_status_change_end( bl, SC_CLOAKING, -1);
		}
		break;
	case SC_RUWACH:	/* ���A�t */
		if( (*battle_get_option(bl))&6 ){
			skill_status_change_end( bl, SC_HIDING, -1);
			skill_status_change_end( bl, SC_CLOAKING, -1);
			if(battle_check_target( src,bl, BCT_ENEMY ) > 0) {
				struct status_change *sc_data = battle_get_sc_data(bl);
				if (sc_data)
					skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,sc_data[type].val1,tick,0);
			}
		}
		break;
	}
	return 0;
}

/*==========================================
 * �X�e?�^�X�ُ�I��
 *------------------------------------------
 */
int skill_status_change_end(struct block_list* bl, int type, int tid) 
{
	struct status_change* sc_data;
	int opt_flag=0, calc_flag = 0;
	short *sc_count, *option, *opt1, *opt2, *opt3;

	nullpo_retr(0, bl);
	if(bl->type!=BL_PC && bl->type!=BL_MOB) {
		if(battle_config.error_log)
			printf("skill_status_change_end: neither MOB nor PC !\n");
		return 0;
	}
	nullpo_retr(0, sc_data = battle_get_sc_data(bl));
	nullpo_retr(0, sc_count = battle_get_sc_count(bl));
	nullpo_retr(0, option = battle_get_option(bl));
	nullpo_retr(0, opt1 = battle_get_opt1(bl));
	nullpo_retr(0, opt2 = battle_get_opt2(bl));
	nullpo_retr(0, opt3 = battle_get_opt3(bl));

	if ((*sc_count) > 0 && sc_data[type].timer != -1 && (sc_data[type].timer == tid || tid == -1)) {

		if (tid == -1)	// �^�C�}����Ă΂�Ă��Ȃ��Ȃ�^�C�}�폜������
			delete_timer(sc_data[type].timer,skill_status_change_timer);

		/* �Y?�ُ̈�𐳏��?�� */
		sc_data[type].timer=-1;
		(*sc_count)--;

		switch(type){	/* �ُ�̎�ނ��Ƃ�?�� */
			case SC_PROVOKE:			/* �v���{�b�N */
			case SC_ENDURE: // celest
			case SC_CONCENTRATE:		/* �W���͌��� */
			case SC_BLESSING:			/* �u���b�V���O */
			case SC_ANGELUS:			/* �A���[���X */
			case SC_INCREASEAGI:		/* ���x�㏸ */
			case SC_DECREASEAGI:		/* ���x���� */
			case SC_SIGNUMCRUCIS:		/* �V�O�i���N���V�X */
			case SC_HIDING:
			case SC_TWOHANDQUICKEN:		/* 2HQ */
			case SC_ADRENALINE:			/* �A�h���i�������b�V�� */
			case SC_ENCPOISON:			/* �G���`�����g�|�C�Y�� */
			case SC_IMPOSITIO:			/* �C���|�V�e�B�I�}�k�X */
			case SC_GLORIA:				/* �O�����A */
			case SC_LOUD:				/* ���E�h�{�C�X */
			case SC_QUAGMIRE:			/* �N�@�O�}�C�A */
			case SC_PROVIDENCE:			/* �v�����B�f���X */
			case SC_SPEARSQUICKEN:		/* �X�s�A�N�C�b�P�� */
			case SC_VOLCANO:
			case SC_DELUGE:
			case SC_VIOLENTGALE:
			case SC_ETERNALCHAOS:		/* �G�^?�i���J�I�X */
			case SC_DRUMBATTLE:			/* ?���ۂ̋��� */
			case SC_NIBELUNGEN:			/* �j?�x�����O�̎w�� */
			case SC_SIEGFRIED:			/* �s���g�̃W?�N�t��?�h */
			case SC_WHISTLE:			/* ���J */
			case SC_ASSNCROS:			/* �[�z�̃A�T�V���N���X */
			case SC_HUMMING:			/* �n�~���O */
			case SC_DONTFORGETME:		/* ����Y��Ȃ��� */
			case SC_FORTUNE:			/* �K�^�̃L�X */
			case SC_SERVICE4U:			/* �T?�r�X�t�H?��? */
			case SC_EXPLOSIONSPIRITS:	// �����g��
			case SC_STEELBODY:			// ����
			case SC_DEFENDER:
			case SC_SPEEDPOTION0:		/* ?���|?�V���� */
			case SC_SPEEDPOTION1:
			case SC_SPEEDPOTION2:
			case SC_APPLEIDUN:			/* �C�h�D���̗ь� */
			case SC_RIDING:
			case SC_BLADESTOP_WAIT:
			case SC_AURABLADE:			/* �I?���u��?�h */
			case SC_PARRYING:			/* �p���C���O */
			case SC_CONCENTRATION:		/* �R���Z���g��?�V���� */
			case SC_TENSIONRELAX:		/* �e���V���������b�N�X */
			case SC_ASSUMPTIO:			/* �A�V�����v�e�B�I */
			case SC_WINDWALK:		/* �E�C���h�E�H?�N */
			case SC_TRUESIGHT:		/* �g�D��?�T�C�g */
			case SC_SPIDERWEB:		/* �X�p�C�_?�E�F�b�u */
			case SC_MAGICPOWER:		/* ���@��?�� */
			case SC_CHASEWALK:
			case SC_ATKPOT:		/* attack potion [Valaris] */
			case SC_MATKPOT:		/* magic attack potion [Valaris] */
			case SC_WEDDING:	//�����p(�����ߏւɂȂ���?���̂�?���Ƃ�)
			case SC_MELTDOWN:		/* �����g�_�E�� */
			// Celest
			case SC_EDP:
			case SC_MARIONETTE:
			case SC_MARIONETTE2:
			case SC_SLOWDOWN:
			case SC_LEADERSHIP:
			case SC_GLORYWOUNDS:
			case SC_SOULCOLD:
			case SC_HAWKEYES:
			case SC_BATTLEORDERS:
			case SC_REGENERATION:
				calc_flag = 1;
				break;
			case SC_BERSERK:			/* �o?�T?�N */
				calc_flag = 1;
				clif_status_change(bl,SC_INCREASEAGI,0);	/* �A�C�R������ */
				break;
			case SC_DEVOTION:		/* �f�B�{?�V���� */
				{
					struct map_session_data *md = map_id2sd(sc_data[type].val1);
					sc_data[type].val1=sc_data[type].val2=0;
					skill_devotion(md,bl->id);
					calc_flag = 1;
				}
				break;
			case SC_BLADESTOP:
				{
					struct status_change *t_sc_data = battle_get_sc_data((struct block_list *)sc_data[type].val4);
					//�Е����؂ꂽ�̂ő���̔��n?�Ԃ��؂�ĂȂ��̂Ȃ����
					if(t_sc_data && t_sc_data[SC_BLADESTOP].timer!=-1)
						skill_status_change_end((struct block_list *)sc_data[type].val4,SC_BLADESTOP,-1);

					if(sc_data[type].val2==2)
						clif_bladestop((struct block_list *)sc_data[type].val3,(struct block_list *)sc_data[type].val4,0);
				}
				break;
			case SC_DANCING:
				{
					struct map_session_data *dsd;
					struct status_change *d_sc_data;
					if(sc_data[type].val4 && (dsd=map_id2sd(sc_data[type].val4))){
						d_sc_data = dsd->sc_data;
						//���t�ő��肪����ꍇ�����val4��0�ɂ���
						if(d_sc_data && d_sc_data[type].timer!=-1)
							d_sc_data[type].val4=0;
					}
				}
				calc_flag = 1;
				break;
			case SC_GRAFFITI:
				{
					struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[type].val4;	//val4���O���t�B�e�B��group_id
					if(sg)
						skill_delunitgroup(sg);
				}
				break;
			case SC_NOCHAT:	//�`���b�g�֎~?��
				{
					struct map_session_data *sd=NULL;
					if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){
						if (sd->status.manner >= 0) // weeee ^^ [celest]
							sd->status.manner = 0;
						clif_updatestatus(sd,SP_MANNER);
					}
				}
				break;
			case SC_SPLASHER:		/* �x�i���X�v���b�V��? */
				{
					struct block_list *src=map_id2bl(sc_data[type].val3);
					if(src && tid!=-1){
						//�����Ƀ_��?�W����?3*3�Ƀ_��?�W
						skill_castend_damage_id(src, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
					}
				}
				break;
			case SC_SELFDESTRUCTION:		/* ���� */
				{
					//�����̃_��?�W��0�ɂ���
					struct mob_data *md=NULL;
					if(bl->type == BL_MOB && (md=(struct mob_data*)bl))
						skill_castend_damage_id(bl, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
				}
				break;
		/* option1 */
			case SC_FREEZE:
				sc_data[type].val3 = 0;
				break;

		/* option2 */
			case SC_POISON:				/* �� */
			case SC_BLIND:				/* ��? */
			case SC_CURSE:
				calc_flag = 1;
				break;
		}

		if(bl->type==BL_PC && type<SC_SENDMAX)
			clif_status_change(bl,type,0);	/* �A�C�R������ */

		switch(type){	/* �����?��Ƃ��Ȃɂ�?�����K�v */
		case SC_STONE:
		case SC_FREEZE:
		case SC_STAN:
		case SC_SLEEP:
			*opt1 = 0;
			opt_flag = 1;
			break;

		case SC_POISON:
			if (sc_data[SC_DPOISON].timer != -1)	//
				break;						// DPOISON�p�̃I�v�V����
			*opt2 &= ~1;					// ��?�p�ɗp�ӂ��ꂽ�ꍇ�ɂ� 
			opt_flag = 1;					// �����͍폜���� 
			break;							//
		case SC_CURSE:
		case SC_SILENCE:
		case SC_BLIND:
			*opt2 &= ~(1<<(type-SC_POISON));
			opt_flag = 1;
			break;
		case SC_DPOISON:
			if (sc_data[SC_POISON].timer != -1)	// DPOISON�p�̃I�v�V������	
				break;							// �p�ӂ��ꂽ��폜
			*opt2 &= ~1;	// ��?�ԉ���
			opt_flag = 1;
			break;
		case SC_SIGNUMCRUCIS:
			*opt2 &= ~0x40;
			opt_flag = 1;
			break;

		case SC_HIDING:
		case SC_CLOAKING:
			*option &= ~((type == SC_HIDING) ? 2 : 4);
			calc_flag = 1;	// orn
			opt_flag = 1 ;
			break;

		case SC_CHASEWALK:
			*option &= ~16388;
			opt_flag = 1 ;
			break;

		case SC_SIGHT:
			*option &= ~1;
			opt_flag = 1;
			break;
		case SC_WEDDING:	//�����p(�����ߏւɂȂ���?���̂�?���Ƃ�)
			*option &= ~4096;
			opt_flag = 1;
			break;
		case SC_RUWACH:
			*option &= ~8192;
			opt_flag = 1;
			break;
			
		//opt3
		case SC_TWOHANDQUICKEN:		/* 2HQ */
		case SC_SPEARSQUICKEN:		/* �X�s�A�N�C�b�P�� */
		case SC_CONCENTRATION:		/* �R���Z���g��?�V���� */
			*opt3 &= ~1;
			break;
		case SC_OVERTHRUST:			/* �I?�o?�X���X�g */
			*opt3 &= ~2;
			break;
		case SC_ENERGYCOAT:			/* �G�i�W?�R?�g */
			*opt3 &= ~4;
			break;
		case SC_EXPLOSIONSPIRITS:	// �����g��
			*opt3 &= ~8;
			break;
		case SC_STEELBODY:			// ����
			*opt3 &= ~16;
			break;
		case SC_BLADESTOP:		/* ���n��� */
			*opt3 &= ~32;
			break;
		case SC_BERSERK:		/* �o?�T?�N */
			*opt3 &= ~128;
			break;
		case SC_MARIONETTE:		/* �}���I�l�b�g�R���g��?�� */
		case SC_MARIONETTE2:
			*opt3 &= ~1024;
			break;
		case SC_ASSUMPTIO:		/* �A�X���v�e�B�I */
			*opt3 &= ~2048;
			break;
		}

		if (night_flag == 1 && (*opt2 & STATE_BLIND) == 0 && bl->type == BL_PC && // by [Yor]
			!map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) { // [celest]
			*opt2 |= STATE_BLIND;
			opt_flag = 1;
		}

		if(opt_flag)	/* option��?�X��?���� */
			clif_changeoption(bl);

		if (bl->type == BL_PC && calc_flag)
			pc_calcstatus((struct map_session_data *)bl,0);	/* �X�e?�^�X�Čv�Z */
	}

	return 0;
}
/*==========================================
 * �X�e?�^�X�ُ�I���^�C�}?
 *------------------------------------------
 */
int skill_status_change_timer(int tid, unsigned int tick, int id, int data)
{
	int type=data;
	struct block_list *bl;
	struct map_session_data *sd=NULL;
	struct status_change *sc_data;
	//short *sc_count; //�g���ĂȂ��H

	if( (bl=map_id2bl(id)) == NULL )
		return 0; //�Y?ID�����łɏ��ł��Ă���Ƃ����̂͂����ɂ����肻���Ȃ̂ŃX��?���Ă݂�
	nullpo_retr(0, sc_data=battle_get_sc_data(bl));

	if(bl->type==BL_PC)
		sd=(struct map_session_data *)bl;

	//sc_count=battle_get_sc_count(bl); //�g���ĂȂ��H

	if(sc_data[type].timer != tid) {
		if(battle_config.error_log)
			printf("skill_status_change_timer %d != %d\n",tid,sc_data[type].timer);
	}

	switch(type){	/* �����?���ɂȂ�ꍇ */
	case SC_MAXIMIZEPOWER:	/* �}�L�V�}�C�Y�p��? */
	case SC_CLOAKING:
		if(sd){
			if( sd->status.sp > 0 ){ /* SP�؂��܂Ŏ�? */
				sd->status.sp--;
				clif_updatestatus(sd,SP_SP);
				sc_data[type].timer=add_timer( /* �^�C�}?�Đݒ� */
				sc_data[type].val2+tick, skill_status_change_timer, bl->id, data);
				return 0;
			}
		}
		break;

	case SC_CHASEWALK:
		if(sd){
			if( sd->status.sp > 19+sc_data[SC_CHASEWALK].val1*3){
				sd->status.sp-=(19+(sc_data[SC_CHASEWALK].val1*3)); // update sp cost [Celest]
				clif_updatestatus(sd,SP_SP);
				sc_data[type].timer=add_timer( /* �^�C�}?�Đݒ� */
				sc_data[type].val2+tick, skill_status_change_timer, bl->id, data);
				return 0;
			}
		}
	break;

	case SC_HIDING:		/* �n�C�f�B���O */
		if(sd){		/* SP�������āA���Ԑ����̊Ԃ͎�? */
			if( sd->status.sp > 0 && (--sc_data[type].val2)>0 ){
				if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){
					sd->status.sp--;
					clif_updatestatus(sd,SP_SP);
				}
				sc_data[type].timer=add_timer(	/* �^�C�}?�Đݒ� */
					1000+tick, skill_status_change_timer,
					bl->id, data);
				return 0;
			}
		}
	break;

	case SC_SIGHT:	/* �T�C�g */
		{
			const int range=7;
			map_foreachinarea( skill_status_change_timer_sub,
				bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0,
				bl,type,tick);

			if( (--sc_data[type].val2)>0 ){
				sc_data[type].timer=add_timer(	/* �^�C�}?�Đݒ� */
					250+tick, skill_status_change_timer,
					bl->id, data);
				return 0;
			}
		}
		break;
	case SC_RUWACH:	/* ���A�t */
		{
			const int range=5;
			map_foreachinarea( skill_status_change_timer_sub,
				bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0,
				bl,type,tick);

			if( (--sc_data[type].val2)>0 ){
				sc_data[type].timer=add_timer(	/* �^�C�}?�Đݒ� */
					250+tick, skill_status_change_timer,
					bl->id, data);
				return 0;
			}
		}
		break;

	case SC_SIGNUMCRUCIS:		/* �V�O�i���N���V�X */
		{
			int race = battle_get_race(bl);
			if(race == 6 || battle_check_undead(race,battle_get_elem_type(bl))) {
				sc_data[type].timer=add_timer(1000*600+tick,skill_status_change_timer, bl->id, data );
				return 0;
			}
		}
		break;

	case SC_PROVOKE:	/* �v���{�b�N/�I?�g�o?�T?�N */
		if(sc_data[type].val2!=0){	/* �I?�g�o?�T?�N�i�P�b���Ƃ�HP�`�F�b�N�j */
			if(sd && sd->status.hp>sd->status.max_hp>>2)	/* ��~ */
				break;
			sc_data[type].timer=add_timer( 1000+tick,skill_status_change_timer, bl->id, data );
			return 0;
		}
		break;

	case SC_WATERBALL:	/* �E�H?�^?�{?�� */
		{
			struct block_list *target=map_id2bl(sc_data[type].val2);
			if(target==NULL || target->prev==NULL)
				break;
			skill_attack(BF_MAGIC,bl,bl,target,WZ_WATERBALL,sc_data[type].val1,tick,0);
			if((--sc_data[type].val3)>0) {
				sc_data[type].timer=add_timer( 150+tick,skill_status_change_timer, bl->id, data );
				return 0;
			}
		}
		break;

	case SC_ENDURE:	/* �C���f���A */
		if(sd && sd->special_state.infinite_endure) {
			sc_data[type].timer=add_timer( 1000*60+tick,skill_status_change_timer, bl->id, data );
			//sc_data[type].val2=1;
			return 0;
		}
		break;

	case SC_DISSONANCE:	/* �s���a�� */
		if( (--sc_data[type].val2)>0){
			struct skill_unit *unit=
				(struct skill_unit *)sc_data[type].val4;
			struct block_list *src;

			if(!unit || !unit->group)
				break;
			src=map_id2bl(unit->group->src_id);
			if(!src)
				break;
			skill_attack(BF_MISC,src,&unit->bl,bl,unit->group->skill_id,sc_data[type].val1,tick,0);
			sc_data[type].timer=add_timer(skill_get_time2(unit->group->skill_id,unit->group->skill_lv)+tick,
				skill_status_change_timer, bl->id, data );
			return 0;
		}
		break;

	case SC_LULLABY:	/* �q��S */
		if( (--sc_data[type].val2)>0){
			struct skill_unit *unit=
				(struct skill_unit *)sc_data[type].val4;
			if(!unit || !unit->group || unit->group->src_id==bl->id)
				break;
			skill_additional_effect(bl,bl,unit->group->skill_id,sc_data[type].val1,BF_LONG|BF_SKILL|BF_MISC,tick);
			sc_data[type].timer=add_timer(skill_get_time(unit->group->skill_id,unit->group->skill_lv)/10+tick,
				skill_status_change_timer, bl->id, data );
			return 0;
		}
		break;

	case SC_STONE:
		if(sc_data[type].val2 != 0) {
			short *opt1 = battle_get_opt1(bl);
			sc_data[type].val2 = 0;
			sc_data[type].val4 = 0;
			battle_stopwalking(bl,1);
			if(opt1) {
				*opt1 = 1;
				clif_changeoption(bl);
			}
			sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
			return 0;
		}
		else if( (--sc_data[type].val3) > 0) {
			int hp = battle_get_max_hp(bl);
			if((++sc_data[type].val4)%5 == 0 && battle_get_hp(bl) > hp>>2) {
				hp = hp/100;
				if(hp < 1) hp = 1;
				if(bl->type == BL_PC)
					pc_heal((struct map_session_data *)bl,-hp,0);
				else if(bl->type == BL_MOB){
					struct mob_data *md;
					if((md=((struct mob_data *)bl)) == NULL)
						break;
					md->hp -= hp;
				}
			}
			sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
			return 0;
		}
		break;
	case SC_POISON:
		if(sc_data[SC_SLOWPOISON].timer == -1) {
			if( (--sc_data[type].val3) > 0) {
				int hp = battle_get_max_hp(bl);
				if(battle_get_hp(bl) > hp>>2) {
					if(bl->type == BL_PC) {
						hp = 3 + hp*3/200;
						pc_heal((struct map_session_data *)bl,-hp,0);
					}
					else if(bl->type == BL_MOB) {
						struct mob_data *md;
						if((md=((struct mob_data *)bl)) == NULL)
							break;
						hp = 3 + hp/200;
						md->hp -= hp;
					}
				}
				sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
			}
		}
		else
			sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
		break;
	case SC_DPOISON:
		if (sc_data[SC_SLOWPOISON].timer == -1 && (--sc_data[type].val3) > 0) {
			int hp = battle_get_max_hp(bl);
			if (battle_get_hp(bl) > hp>>2) {
				if(bl->type == BL_PC) {
					hp = 3 + hp/50;
					pc_heal((struct map_session_data *)bl, -hp, 0);
				} else if (bl->type == BL_MOB) {
					struct mob_data *md;
					if ((md=((struct mob_data *)bl)) == NULL)
						break;
					hp = 3 + hp/100;
					md->hp -= hp;
				}
			}
		}
		if (sc_data[type].val3 > 0)
			sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
		break;

	case SC_TENSIONRELAX:	/* �e���V���������b�N�X */
		if(sd){		/* SP�������āAHP��?�^���łȂ����?? */
			if( sd->status.sp > 12 && sd->status.max_hp > sd->status.hp ){
/*				if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){
					sd->status.sp -= 12;
					clif_updatestatus(sd,SP_SP);
				}						*/
				sc_data[type].timer=add_timer(	/* �^�C�}?�Đݒ� */
					10000+tick, skill_status_change_timer,
					bl->id, data);
				return 0;
			}
			if(sd->status.max_hp <= sd->status.hp)
				skill_status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
		}
		break;
	case SC_HEADCRUSH:	// temporary damage [celest]
//	case SC_BLEEDING:
		if((--sc_data[type].val3) > 0) {
			int hp = battle_get_max_hp(bl);
			if(bl->type == BL_PC) {
				hp = 3 + hp*3/200;
				pc_heal((struct map_session_data *)bl,-hp,0);
			}
			else if(bl->type == BL_MOB) {
				struct mob_data *md;
				if((md=((struct mob_data *)bl)) == NULL)
					break;
				hp = 3 + hp/200;
				md->hp -= hp;
			}
			sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
		}
		break;

	/* ���Ԑ؂ꖳ���H�H */
	case SC_AETERNA:
	case SC_TRICKDEAD:
	case SC_RIDING:
	case SC_FALCON:
	case SC_WEIGHT50:
	case SC_WEIGHT90:
	case SC_MAGICPOWER:		/* ���@��?�� */
	case SC_REJECTSWORD:	/* ���W�F�N�g�\?�h */
	case SC_MEMORIZE:	/* �������C�Y */
	case SC_BROKNWEAPON:
	case SC_BROKNARMOR:
		if(sc_data[type].timer==tid)
			sc_data[type].timer=add_timer( 1000*600+tick,skill_status_change_timer, bl->id, data );
		return 0;

	case SC_DANCING: //�_���X�X�L���̎���SP����
		{
			int s=0;
			if(sd){
				if(sd->status.sp > 0 && (--sc_data[type].val3)>0){
					switch(sc_data[type].val1){
					case BD_RICHMANKIM:				/* �j�����h�̉� 3�b��SP1 */
					case BD_DRUMBATTLEFIELD:		/* ?���ۂ̋��� 3�b��SP1 */
					case BD_RINGNIBELUNGEN:			/* �j?�x�����O�̎w�� 3�b��SP1 */
					case BD_SIEGFRIED:				/* �s���g�̃W?�N�t��?�h 3�b��SP1 */
					case BA_DISSONANCE:				/* �s���a�� 3�b��SP1 */
					case BA_ASSASSINCROSS:			/* �[�z�̃A�T�V���N���X 3�b��SP1 */
					case DC_UGLYDANCE:				/* ��������ȃ_���X 3�b��SP1 */
						s=3;
						break;
					case BD_LULLABY:				/* �q��� 4�b��SP1 */
					case BD_ETERNALCHAOS:			/* �i���̍��� 4�b��SP1 */
					case BD_ROKISWEIL:				/* ���L�̋��� 4�b��SP1 */
					case DC_FORTUNEKISS:			/* �K�^�̃L�X 4�b��SP1 */
						s=4;
						break;
					case BD_INTOABYSS:				/* �[���̒��� 5�b��SP1 */
					case BA_WHISTLE:				/* ���J 5�b��SP1 */
					case DC_HUMMING:				/* �n�~���O 5�b��SP1 */
					case BA_POEMBRAGI:				/* �u���M�̎� 5�b��SP1 */
					case DC_SERVICEFORYOU:			/* �T?�r�X�t�H?��? 5�b��SP1 */
						s=5;
						break;
					case BA_APPLEIDUN:				/* �C�h�D���̗ь� 6�b��SP1 */
						s=6;
						break;
					case DC_DONTFORGETME:			/* ����Y��Ȃ��Łc 10�b��SP1 */
					case CG_MOONLIT:				/* ������̐�ɗ�����Ԃт� 10�b��SP1�H */
						s=10;
						break;
					}
					if(s && ((sc_data[type].val3 % s) == 0)){
						sd->status.sp--;
						clif_updatestatus(sd,SP_SP);
					}
					sc_data[type].timer=add_timer(	/* �^�C�}?�Đݒ� */
						1000+tick, skill_status_change_timer,
						bl->id, data);
					return 0;
				}
			}
		}
		break;
	case SC_BERSERK:		/* �o?�T?�N */
		if(sd){		/* HP��100�ȏ�Ȃ�?? */
			if( (sd->status.hp - sd->status.max_hp*5/100) > 100 ){	// 5% every 10 seconds [DracoRPG]
				sd->status.hp -= sd->status.max_hp*5/100;	// changed to max hp [celest]
				clif_updatestatus(sd,SP_HP);
				sc_data[type].timer = add_timer(	/* �^�C�}?�Đݒ� */
					10000+tick, skill_status_change_timer,
					bl->id, data);
				return 0;
			}
		}
		break;
	case SC_WEDDING:	//�����p(�����ߏւɂȂ���?���̂�?���Ƃ�)
		if(sd){
			time_t timer;
			if(time(&timer) < ((sc_data[type].val2) + 3600)){	//1���Ԃ����Ă��Ȃ��̂�??
				sc_data[type].timer=add_timer(	/* �^�C�}?�Đݒ� */
					10000+tick, skill_status_change_timer,
					bl->id, data);
				return 0;
			}
		}
		break;
	case SC_NOCHAT:	//�`���b�g�֎~?��
		if(sd && battle_config.muting_players){
			time_t timer;
			if((++sd->status.manner) && time(&timer) < ((sc_data[type].val2) + 60*(0-sd->status.manner))){	//�J�n����status.manner��?���ĂȂ��̂�??
				clif_updatestatus(sd,SP_MANNER);
				sc_data[type].timer=add_timer(	/* �^�C�}?�Đݒ�(60�b) */
					60000+tick, skill_status_change_timer,
					bl->id, data);
				return 0;
			}
		}
		break;
	case SC_SELFDESTRUCTION:		/* ���� */
		if(--sc_data[type].val3>0){
			struct mob_data *md;
			if(bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->speed > 250){
				md->speed -= 250;
				md->next_walktime=tick;
			}
			sc_data[type].timer=add_timer(	/* �^�C�}?�Đݒ� */
				1000+tick, skill_status_change_timer,
				bl->id, data);
				return 0;
		}
		break;
	case SC_LEADERSHIP:
	case SC_GLORYWOUNDS:
	case SC_SOULCOLD:
	case SC_HAWKEYES:
		if (sd) {
			sc_data[type].timer = add_timer(
				1000+tick, skill_status_change_timer,
				bl->id, data);
		}
		break;
	}

	

	return skill_status_change_end( bl,type,tid );
}

/*==========================================
 * �X�e?�^�X�ُ�I��
 *------------------------------------------
 */
int skill_encchant_eremental_end(struct block_list *bl,int type)
{
	struct status_change *sc_data;

	nullpo_retr(0, bl);
	nullpo_retr(0, sc_data=battle_get_sc_data(bl));

	if( type!=SC_ENCPOISON && sc_data[SC_ENCPOISON].timer!=-1 )	/* �G���`�����g�|�C�Y������ */
		skill_status_change_end(bl,SC_ENCPOISON,-1);
	if( type!=SC_ASPERSIO && sc_data[SC_ASPERSIO].timer!=-1 )	/* �A�X�y���V�I���� */
		skill_status_change_end(bl,SC_ASPERSIO,-1);
	if( type!=SC_FLAMELAUNCHER && sc_data[SC_FLAMELAUNCHER].timer!=-1 )	/* �t���C�������`������ */
		skill_status_change_end(bl,SC_FLAMELAUNCHER,-1);
	if( type!=SC_FROSTWEAPON && sc_data[SC_FROSTWEAPON].timer!=-1 )	/* �t���X�g�E�F�|������ */
		skill_status_change_end(bl,SC_FROSTWEAPON,-1);
	if( type!=SC_LIGHTNINGLOADER && sc_data[SC_LIGHTNINGLOADER].timer!=-1 )	/* ���C�g�j���O��?�_?���� */
		skill_status_change_end(bl,SC_LIGHTNINGLOADER,-1);
	if( type!=SC_SEISMICWEAPON && sc_data[SC_SEISMICWEAPON].timer!=-1 )	/* �T�C�X�~�b�N�E�F�|������ */
		skill_status_change_end(bl,SC_SEISMICWEAPON,-1);

	return 0;
}
/*==========================================
 * �X�e?�^�X�ُ�J�n
 *------------------------------------------
 */
int skill_status_change_start(struct block_list *bl, int type, int val1, int val2, int val3, int val4, int tick, int flag) 
{
	struct map_session_data *sd = NULL;
	struct status_change* sc_data;
	short *sc_count, *option, *opt1, *opt2, *opt3;
	int opt_flag = 0, calc_flag = 0,updateflag = 0, save_flag = 0, race, mode, elem, undead_flag;
	int scdef=0;

	nullpo_retr(0, bl);
	if(bl->type == BL_SKILL)
		return 0;
	nullpo_retr(0, sc_data=battle_get_sc_data(bl));
	nullpo_retr(0, sc_count=battle_get_sc_count(bl));
	nullpo_retr(0, option=battle_get_option(bl));
	nullpo_retr(0, opt1=battle_get_opt1(bl));
	nullpo_retr(0, opt2=battle_get_opt2(bl));
	nullpo_retr(0, opt3=battle_get_opt3(bl));


	race=battle_get_race(bl);
	mode=battle_get_mode(bl);
	elem=battle_get_elem_type(bl);
	undead_flag=battle_check_undead(race,elem);

	if(type == SC_AETERNA && (sc_data[SC_STONE].timer != -1 || sc_data[SC_FREEZE].timer != -1) )
		return 0;

	switch(type){
		case SC_STONE:
		case SC_FREEZE:
			scdef=3+battle_get_mdef(bl)+battle_get_luk(bl)/3;
			break;
		case SC_STAN:
		case SC_SILENCE:
		case SC_POISON:
		case SC_DPOISON:
			scdef=3+battle_get_vit(bl)+battle_get_luk(bl)/3;
			break;
		case SC_SLEEP:
		case SC_BLIND:
			scdef=3+battle_get_int(bl)+battle_get_luk(bl)/3;
			break;
		case SC_CURSE:
			scdef=3+battle_get_luk(bl);
			break;

//		case SC_CONFUSION:
		default:
			scdef=0;
	}
	if(scdef>=100)
		return 0;
	if(bl->type==BL_PC){
		sd=(struct map_session_data *)bl;
		if( sd && type == SC_ADRENALINE && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)))
			return 0;

		if(SC_STONE<=type && type<=SC_BLIND){	/* �J?�h�ɂ��ϐ� */
			if( sd && sd->reseff[type-SC_STONE] > 0 && rand()%10000<sd->reseff[type-SC_STONE]){
				if(battle_config.battle_log)
					printf("PC %d skill_sc_start: card�ɂ��ُ�ϐ�?��\n",sd->bl.id);
				return 0;
			}
		}
	}
	else if(bl->type == BL_MOB) {
	}
	else {
		if(battle_config.error_log)
			printf("skill_status_change_start: neither MOB nor PC !\n");
		return 0;
	}

	if(type==SC_FREEZE && undead_flag && !(flag&1))
		return 0;

	if((type == SC_ADRENALINE || type == SC_WEAPONPERFECTION || type == SC_OVERTHRUST) &&
		sc_data[type].timer != -1 && sc_data[type].val2 && !val2)
		return 0;

	if(mode & 0x20 && (type==SC_STONE || type==SC_FREEZE ||
		type==SC_STAN || type==SC_SLEEP || type==SC_SILENCE || type==SC_QUAGMIRE || type == SC_DECREASEAGI || type == SC_SIGNUMCRUCIS || type == SC_PROVOKE ||
		(type == SC_BLESSING && (undead_flag || race == 6))) && !(flag&1)){
		/* �{�X�ɂ�?���Ȃ�(�������J?�h�ɂ��?�ʂ͓K�p�����) */
		return 0;
	}
	if(type==SC_FREEZE || type==SC_STAN || type==SC_SLEEP)
		battle_stopwalking(bl,1);

	if(sc_data[type].timer != -1){	/* ���łɓ����ُ�ɂȂ��Ă���ꍇ�^�C�}���� */
		if(sc_data[type].val1 > val1 && type != SC_COMBO && type != SC_DANCING && type != SC_DEVOTION &&
			type != SC_SPEEDPOTION0 && type != SC_SPEEDPOTION1 && type != SC_SPEEDPOTION2
						 && type != SC_ATKPOT && type != SC_MATKPOT) // added atk and matk potions [Valaris]
			return 0;
		if(type >=SC_STAN && type <= SC_BLIND)
			return 0;/* ?���������ł��Ȃ�?�Ԉُ�ł��鎞��?�Ԉُ���s��Ȃ� */
		if(type == SC_GRAFFITI){	//�ُ풆�ɂ�����x?�Ԉُ�ɂȂ������ɉ������Ă���ēx������
			skill_status_change_end(bl,type,-1);
		} else {
			(*sc_count)--;
			delete_timer(sc_data[type].timer, skill_status_change_timer);
			sc_data[type].timer = -1;
		}
	}

	switch(type){	/* �ُ�̎�ނ��Ƃ�?�� */
		case SC_PROVOKE:			/* �v���{�b�N */
			calc_flag = 1;
			if(tick <= 0) tick = 1000;	/* (�I?�g�o?�T?�N) */
			break;
		case SC_ENDURE:				/* �C���f���A */
			if(tick <= 0) tick = 1000 * 60;
			calc_flag = 1; // for updating mdef
			val2 = 7; // [Celest]
			break;
		case SC_CONCENTRATE:		/* �W���͌��� */
			calc_flag = 1;
			break;
		case SC_BLESSING:			/* �u���b�V���O */
			{
				if(bl->type == BL_PC || (!undead_flag && race != 6)) {
					if(sc_data[SC_CURSE].timer!=-1 )
						skill_status_change_end(bl,SC_CURSE,-1);
					if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2 == 0)
						skill_status_change_end(bl,SC_STONE,-1);
				}
				calc_flag = 1;
			}
			break;
		case SC_ANGELUS:			/* �A���[���X */
			calc_flag = 1;
			break;
		case SC_INCREASEAGI:		/* ���x�㏸ */
			calc_flag = 1;
			if(sc_data[SC_DECREASEAGI].timer!=-1 )
				skill_status_change_end(bl,SC_DECREASEAGI,-1);
			if(sc_data[SC_WINDWALK].timer!=-1 )	/* �E�C���h�E�H?�N */
				skill_status_change_end(bl,SC_WINDWALK,-1);
			break;
		case SC_DECREASEAGI:		/* ���x���� */
			if (bl->type == BL_PC)	// Celest
				tick>>=1;				
			calc_flag = 1;
			if(sc_data[SC_INCREASEAGI].timer!=-1 )
				skill_status_change_end(bl,SC_INCREASEAGI,-1);
			if(sc_data[SC_ADRENALINE].timer!=-1 )
				skill_status_change_end(bl,SC_ADRENALINE,-1);
			if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
				skill_status_change_end(bl,SC_SPEARSQUICKEN,-1);
			if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
				skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1);
			break;
		case SC_SIGNUMCRUCIS:		/* �V�O�i���N���V�X */
			calc_flag = 1;
//			val2 = 14 + val1;
			val2 = 10 + val1*2;
			tick = 600*1000;
			clif_emotion(bl,4);
			break;
		case SC_SLOWPOISON:
			if (sc_data[SC_POISON].timer == -1 && sc_data[SC_DPOISON].timer == -1)
				return 0;
			break;
		case SC_TWOHANDQUICKEN:		/* 2HQ */
			if(sc_data[SC_DECREASEAGI].timer!=-1)
				return 0;
			*opt3 |= 1;
			calc_flag = 1;
			break;
		case SC_ADRENALINE:			/* �A�h���i�������b�V�� */
			if(sc_data[SC_DECREASEAGI].timer!=-1)
				return 0;
			calc_flag = 1;
			break;
		case SC_WEAPONPERFECTION:	/* �E�F�|���p?�t�F�N�V���� */
			if(battle_config.party_skill_penaly && !val2) tick /= 5;
			break;
		case SC_OVERTHRUST:			/* �I?�o?�X���X�g */
			*opt3 |= 2;
			if(battle_config.party_skill_penaly && !val2) tick /= 10;
			break;
		case SC_MAXIMIZEPOWER:		/* �}�L�V�}�C�Y�p��?(SP��1���鎞��,val2�ɂ�) */
			if(bl->type == BL_PC)
				val2 = tick;
			else
				tick = 5000*val1;
			break;
		case SC_ENCPOISON:			/* �G���`�����g�|�C�Y�� */
			calc_flag = 1;
			val2=(((val1 - 1) / 2) + 3)*100;	/* �ŕt?�m�� */
			skill_encchant_eremental_end(bl,SC_ENCPOISON);
			break;
		case SC_EDP:	// [Celest]
			val2 = val1 + 2;			/* �ғŕt?�m��(%) */
			calc_flag = 1;
			break;
		case SC_POISONREACT:	/* �|�C�Y�����A�N�g */
			val2=val1/2 + val1%2; // [Celest] 
			break;
		case SC_IMPOSITIO:			/* �C���|�V�e�B�I�}�k�X */
			calc_flag = 1;
			break;
		case SC_ASPERSIO:			/* �A�X�y���V�I */
			skill_encchant_eremental_end(bl,SC_ASPERSIO);
			break;
		case SC_SUFFRAGIUM:			/* �T�t���M�� */
		case SC_BENEDICTIO:			/* ��? */
		case SC_MAGNIFICAT:			/* �}�O�j�t�B�J?�g */
		case SC_AETERNA:			/* �G?�e���i */
			break;
		case SC_ENERGYCOAT:			/* �G�i�W?�R?�g */
			*opt3 |= 4;
			break;
		case SC_MAGICROD:
			val2 = val1*20;
			break;
		case SC_KYRIE:				/* �L���G�G���C�\�� */
			val2 = battle_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* �ϋv�x */
			val3 = (val1 / 2 + 5);	/* ��? */
// -- moonsoul (added to undo assumptio status if target has it)
			if(sc_data[SC_ASSUMPTIO].timer!=-1 )
				skill_status_change_end(bl,SC_ASSUMPTIO,-1);
			break;
		case SC_MINDBREAKER:
			calc_flag = 1;
			if(tick <= 0) tick = 1000;	/* (�I?�g�o?�T?�N) */
		case SC_GLORIA:				/* �O�����A */
			calc_flag = 1;
			break;
		case SC_LOUD:				/* ���E�h�{�C�X */
			calc_flag = 1;
			break;
		case SC_TRICKDEAD:			/* ���񂾂ӂ� */
			break;
		case SC_QUAGMIRE:			/* �N�@�O�}�C�A */
			calc_flag = 1;
			if(sc_data[SC_CONCENTRATE].timer!=-1 )	/* �W���͌������ */
				skill_status_change_end(bl,SC_CONCENTRATE,-1);
			if(sc_data[SC_INCREASEAGI].timer!=-1 )	/* ���x�㏸���� */
				skill_status_change_end(bl,SC_INCREASEAGI,-1);
			if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
				skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1);
			if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
				skill_status_change_end(bl,SC_SPEARSQUICKEN,-1);
			if(sc_data[SC_ADRENALINE].timer!=-1 )
				skill_status_change_end(bl,SC_ADRENALINE,-1);
			if(sc_data[SC_LOUD].timer!=-1 )
				skill_status_change_end(bl,SC_LOUD,-1);
			if(sc_data[SC_TRUESIGHT].timer!=-1 )	/* �g�D��?�T�C�g */
				skill_status_change_end(bl,SC_TRUESIGHT,-1);
			if(sc_data[SC_WINDWALK].timer!=-1 )	/* �E�C���h�E�H?�N */
				skill_status_change_end(bl,SC_WINDWALK,-1);
			if(sc_data[SC_CARTBOOST].timer!=-1 )	/* �J?�g�u?�X�g */
				skill_status_change_end(bl,SC_CARTBOOST,-1);
			break;
		case SC_FLAMELAUNCHER:		/* �t��?�������`��? */
			skill_encchant_eremental_end(bl,SC_FLAMELAUNCHER);
			break;
		case SC_FROSTWEAPON:		/* �t���X�g�E�F�|�� */
			skill_encchant_eremental_end(bl,SC_FROSTWEAPON);
			break;
		case SC_LIGHTNINGLOADER:	/* ���C�g�j���O��?�_? */
			skill_encchant_eremental_end(bl,SC_LIGHTNINGLOADER);
			break;
		case SC_SEISMICWEAPON:		/* �T�C�Y�~�b�N�E�F�|�� */
			skill_encchant_eremental_end(bl,SC_SEISMICWEAPON);
			break;
		case SC_DEVOTION:			/* �f�B�{?�V���� */
			calc_flag = 1;
			break;
		case SC_PROVIDENCE:			/* �v�����B�f���X */
			calc_flag = 1;
			val2=val1*5;
			break;
		case SC_REFLECTSHIELD:
			val2=10+val1*3;
			break;
		case SC_STRIPWEAPON:
		case SC_STRIPSHIELD:
		case SC_STRIPARMOR:
		case SC_STRIPHELM:
		case SC_CP_WEAPON:
		case SC_CP_SHIELD:
		case SC_CP_ARMOR:
		case SC_CP_HELM:
			break;

		case SC_AUTOSPELL:			/* �I?�g�X�y�� */
			val4 = 5 + val1*2;
			break;

		case SC_VOLCANO:
			calc_flag = 1;
			val3 = val1*10;
			val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
			break;
		case SC_DELUGE:
			calc_flag = 1;
			val3 = val1>=5?15: (val1==4?14: (val1==3?12: ( val1==2?9:5 ) ) );
			val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
			break;
		case SC_VIOLENTGALE:
			calc_flag = 1;
			val3 = val1*3;
			val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
			break;

		case SC_SPEARSQUICKEN:		/* �X�s�A�N�C�b�P�� */
			calc_flag = 1;
			val2 = 20+val1;
			*opt3 |= 1;
			break;
		case SC_COMBO:
			break;
		case SC_BLADESTOP_WAIT:		/* ���n���(�҂�) */
			break;
		case SC_BLADESTOP:		/* ���n��� */
			if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1);
			*opt3 |= 32;
			break;

		case SC_LULLABY:			/* �q��S */
			val2 = 11;
			break;
		case SC_RICHMANKIM:
			break;
		case SC_ETERNALCHAOS:		/* �G�^?�i���J�I�X */
			calc_flag = 1;
			break;
		case SC_DRUMBATTLE:			/* ?���ۂ̋��� */
			calc_flag = 1;
			val2 = (val1+1)*25;
			val3 = (val1+1)*2;
			break;
		case SC_NIBELUNGEN:			/* �j?�x�����O�̎w�� */
			calc_flag = 1;
			val2 = (val1+2)*50;
			val3 = (val1+2)*25;
			break;
		case SC_ROKISWEIL:			/* ���L�̋��� */
			break;
		case SC_INTOABYSS:			/* �[���̒��� */
			break;
		case SC_SIEGFRIED:			/* �s���g�̃W?�N�t��?�h */
			calc_flag = 1;
			val2 = 40 + val1*5;
			val3 = val1*10;
			break;
		case SC_DISSONANCE:			/* �s���a�� */
			val2 = 10;
			break;
		case SC_WHISTLE:			/* ���J */
			calc_flag = 1;
			break;
		case SC_ASSNCROS:			/* �[�z�̃A�T�V���N���X */
			calc_flag = 1;
			break;
		case SC_POEMBRAGI:			/* �u���M�̎� */
			break;
		case SC_APPLEIDUN:			/* �C�h�D���̗ь� */
			calc_flag = 1;
			break;
		case SC_UGLYDANCE:			/* ��������ȃ_���X */
			val2 = 10;
			break;
		case SC_HUMMING:			/* �n�~���O */
			calc_flag = 1;
			break;
		case SC_DONTFORGETME:		/* ����Y��Ȃ��� */
			calc_flag = 1;
			if(sc_data[SC_INCREASEAGI].timer!=-1 )	/* ���x�㏸���� */
				skill_status_change_end(bl,SC_INCREASEAGI,-1);
			if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
				skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1);
			if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
				skill_status_change_end(bl,SC_SPEARSQUICKEN,-1);
			if(sc_data[SC_ADRENALINE].timer!=-1 )
				skill_status_change_end(bl,SC_ADRENALINE,-1);
			if(sc_data[SC_ASSNCROS].timer!=-1 )
				skill_status_change_end(bl,SC_ASSNCROS,-1);
			if(sc_data[SC_TRUESIGHT].timer!=-1 )	/* �g�D��?�T�C�g */
				skill_status_change_end(bl,SC_TRUESIGHT,-1);
			if(sc_data[SC_WINDWALK].timer!=-1 )	/* �E�C���h�E�H?�N */
				skill_status_change_end(bl,SC_WINDWALK,-1);
			if(sc_data[SC_CARTBOOST].timer!=-1 )	/* �J?�g�u?�X�g */
				skill_status_change_end(bl,SC_CARTBOOST,-1);
			break;
		case SC_FORTUNE:			/* �K�^�̃L�X */
			calc_flag = 1;
			break;
		case SC_SERVICE4U:			/* �T?�r�X�t�H?��? */
			calc_flag = 1;
			break;
		case SC_DANCING:			/* �_���X/���t�� */
			calc_flag = 1;
			val3= tick / 1000;
			tick = 1000;
			break;

		case SC_EXPLOSIONSPIRITS:	// �����g��
			calc_flag = 1;
			val2 = 75 + 25*val1;
			*opt3 |= 8;
			break;
		case SC_STEELBODY:			// ����
			calc_flag = 1;
			*opt3 |= 16;
			break;
		case SC_EXTREMITYFIST:		/* ���C���e���� */
			break;
		case SC_AUTOCOUNTER:
			val3 = val4 = 0;
			break;

		case SC_SPEEDPOTION0:		/* ?���|?�V���� */
		case SC_SPEEDPOTION1:
		case SC_SPEEDPOTION2:
			calc_flag = 1;
			tick = 1000 * tick;
			val2 = 5*(2+type-SC_SPEEDPOTION0);
			break;

		/* atk & matk potions [Valaris] */
		case SC_ATKPOT:
		case SC_MATKPOT:
			calc_flag = 1;
			tick = 1000 * tick;
			break;
		case SC_WEDDING:	//�����p(�����ߏւɂȂ���?���̂�?���Ƃ�)
			{
				time_t timer;
	
				calc_flag = 1;
				tick = 10000;
				if(!val2)
					val2 = time(&timer);
			}
			break;
		case SC_NOCHAT:	//�`���b�g�֎~?��
			{
				time_t timer;

				if(!battle_config.muting_players)
					break;
				
				tick = 60000;
				if(!val2)
					val2 = time(&timer);
				updateflag = SP_MANNER;
				save_flag = 1; // celest
			}
			break;
		case SC_SELFDESTRUCTION: //����
			clif_skillcasting(bl,bl->id, bl->id,0,0,331,skill_get_time(val2,val1));
			val3 = tick / 1000;
			tick = 1000;
			break;

		/* option1 */
		case SC_STONE:				/* �Ή� */
			if(!(flag&2)) {
				int sc_def = battle_get_mdef(bl)*200;
				tick = tick - sc_def;
			}
			val3 = tick/1000;
			if(val3 < 1) val3 = 1;
			tick = 5000;
			val2 = 1;
			break;
		case SC_SLEEP:				/* ���� */
			if(!(flag&2)) {
//				int sc_def = 100 - (battle_get_int(bl) + battle_get_luk(bl)/3);
//				tick = tick * sc_def / 100;
//				if(tick < 1000) tick = 1000;
				tick = 30000;//�����̓X�e?�^�X�ϐ���?��炸30�b
			}
			break;
		case SC_FREEZE:				/* ���� */
			if(!(flag&2)) {
				int sc_def = 100 - battle_get_mdef(bl);
				tick = tick * sc_def / 100;
			}
			break;
		case SC_STAN:				/* �X�^���ival2�Ƀ~���b�Z�b�g�j */
			if(!(flag&2)) {
				int sc_def = 100 - (battle_get_vit(bl) + battle_get_luk(bl)/3);
				tick = tick * sc_def / 100;
			}
			break;

		/* option2 */
		case SC_POISON:				/* �� */
		case SC_DPOISON:			/* �ғ� */
			calc_flag = 1;
			if(!(flag&2)) {
				int sc_def = 100 - (battle_get_vit(bl) + battle_get_luk(bl)/5);
				tick = tick * sc_def / 100;
			}
			val3 = tick/1000;
			if(val3 < 1) val3 = 1;
			tick = 1000;
			break;
		case SC_SILENCE:			/* ��?�i���b�N�X�f�r?�i�j */
			if(!(flag&2)) {
				int sc_def = 100 - battle_get_vit(bl);
				tick = tick * sc_def / 100;
			}
			break;
		case SC_BLIND:				/* ��? */
			calc_flag = 1;
			if(!(flag&2)) {
				int sc_def = battle_get_lv(bl)/10 + battle_get_int(bl)/15;
				tick = 30000 - sc_def;
			}
			break;
		case SC_CURSE:
			calc_flag = 1;
			if(!(flag&2)) {
				int sc_def = 100 - battle_get_vit(bl);
				tick = tick * sc_def / 100;
			}
			break;

		/* option */
		case SC_HIDING:		/* �n�C�f�B���O */
			calc_flag = 1;
			if(bl->type == BL_PC) {
				val2 = tick / 1000;		/* ��?���� */
				tick = 1000;
			}
			break;
		case SC_CHASEWALK:
		case SC_CLOAKING:		/* �N��?�L���O */
			if(bl->type == BL_PC) {
				calc_flag = 1; // [Celest]
				val2 = tick;
				val3 = type==SC_CLOAKING ? 130-val1*3 : 135-val1*5;
			}
			else
				tick = 5000*val1;
			break;
		case SC_SIGHT:			/* �T�C�g/���A�t */
		case SC_RUWACH:
			val2 = tick/250;
			tick = 10;
			break;

		/* �Z?�t�e�B�E�H?���A�j��?�} */
		case SC_SAFETYWALL:	case SC_PNEUMA:
			tick=((struct skill_unit *)val2)->group->limit;
			break;

		/* �A���N�� */
		case SC_ANKLE:
			break;

		/* �E�H?�^?�{?�� */
		case SC_WATERBALL:
			tick=150;
			if(val1>5) //���x����5�ȏ�̏ꍇ��25?�ɐ���(1?�ڂ͂��łɑł��Ă�̂�-1)
				val3=5*5-1;
			else
			val3= (val1|1)*(val1|1)-1;
			break;

		/* �X�L������Ȃ�/���Ԃ�?�W���Ȃ� */
		case SC_RIDING:
			calc_flag = 1;
			tick = 600*1000;
			break;
		case SC_FALCON:
		case SC_WEIGHT50:
		case SC_WEIGHT90:
		case SC_BROKNWEAPON:
		case SC_BROKNARMOR:
			tick=600*1000;
			break;

		case SC_AUTOGUARD:
			{
				int i,t;
				for(i=val2=0;i<val1;i++) {
					t = 5-(i>>1);
					val2 += (t < 0)? 1:t;
				}
			}
			break;

		case SC_DEFENDER:
			calc_flag = 1;
			val2 = 5 + val1*15;
			break;

		case SC_KEEPING:
		case SC_BARRIER:
			calc_flag = 1;

		case SC_HALLUCINATION:
			break;

		case SC_CONCENTRATION:	/* �R���Z���g��?�V���� */
			*opt3 |= 1;
			calc_flag = 1;
			break;

		case SC_TENSIONRELAX:	/* �e���V���������b�N�X */
			calc_flag = 1;
			if(bl->type == BL_PC) {
				tick = 10000;
			}
			break;

		case SC_AURABLADE:		/* �I?���u��?�h */
		case SC_PARRYING:		/* �p���C���O */
//		case SC_ASSUMPTIO:		/*  */
		case SC_HEADCRUSH:		/* �w�b�h�N���b�V�� */
		case SC_JOINTBEAT:		/* �W���C���g�r?�g */
//		case SC_MARIONETTE:		/* �}���I�l�b�g�R���g��?�� */

			//�Ƃ肠������?��
			break;

// -- moonsoul	(for new upper class related skill status effects)
/*
		case SC_AURABLADE:
			val2 = val1*10;
			break;
		case SC_PARRYING:
			val2=val1*3;
			break;
		case SC_CONCENTRATION:
			calc_flag=1;
			val2=val1*10;
			val3=val1*5;
			break;
		case SC_TENSIONRELAX:
//			val2 = 10;
//			val3 = 15;
			break;
		case SC_BERSERK:
			calc_flag=1;
			break;
		case SC_ASSUMPTIO:
			if(sc_data[SC_KYRIE].timer!=-1 )
				skill_status_change_end(bl,SC_KYRIE,-1);
				break;
*/
		case SC_WINDWALK:		/* �E�C���h�E�H?�N */
			calc_flag = 1;
			val2 = (val1 / 2); //Flee�㏸��
			break;

		case SC_BERSERK:		/* �o?�T?�N */
			if(sd){
				sd->status.hp = sd->status.max_hp * 3;
				sd->status.sp = 0;				
				clif_updatestatus(sd,SP_HP);
				clif_updatestatus(sd,SP_SP);
				clif_status_change(bl,SC_INCREASEAGI,1);	/* �A�C�R���\�� */				
			}
			*opt3 |= 128;
			tick = 10000;
			calc_flag = 1;
			break;

		case SC_ASSUMPTIO:		/* �A�X���v�e�B�I */
			*opt3 |= 2048;
			break;

		case SC_BASILICA: // [celest]
			break;

		case SC_MARIONETTE:		/* �}���I�l�b�g�R���g��?�� */
		case SC_MARIONETTE2:
			calc_flag = 1;
			*opt3 |= 1024;
			break;

		case SC_MELTDOWN:		/* �����g�_�E�� */
		case SC_CARTBOOST:		/* �J?�g�u?�X�g */
		case SC_TRUESIGHT:		/* �g�D��?�T�C�g */
		case SC_SPIDERWEB:		/* �X�p�C�_?�E�F�b�u */
		case SC_MAGICPOWER:		/* ���@��?�� */
			calc_flag = 1;
			break;

		case SC_REJECTSWORD:	/* ���W�F�N�g�\?�h */
			val2 = 3; //3��U?�𒵂˕Ԃ�
			break;

		case SC_MEMORIZE:		/* �������C�Y */
			val2 = 3; //3��r����1/3�ɂ���
			break;

		case SC_GRAFFITI:		/* �O���t�B�e�B */
			{
				struct skill_unit_group *sg = skill_unitsetting(bl,RG_GRAFFITI,val1,val2,val3,0);
				if(sg)
					val4 = (int)sg;
			}
			break;

		case SC_SPLASHER:		/* �x�i���X�v���b�V��? */
			break;

		case SC_FOGWALL:
			val2 = 75;
			// calc_flag = 1;	// not sure of effects yet [celest]
			break;

		case SC_BLOCKSKILL:
			if (!tick) tick = 60000;
			if (!val3) val3 = -1;
			break;

		case SC_SLOWDOWN:
			calc_flag = 1;
			break;

		case SC_LEADERSHIP:
		case SC_GLORYWOUNDS:
		case SC_SOULCOLD:
		case SC_HAWKEYES:
			tick = 1000;
			calc_flag = 1;
			//val4 = 1;
			break;

		case SC_REGENERATION:
			val1 = 2;
		case SC_BATTLEORDERS:
			tick = 60000; // 1 minute
			calc_flag = 1;
			break;

		default:
			if(battle_config.error_log)
				printf("UnknownStatusChange [%d]\n", type);
			return 0;
	}

	if(bl->type==BL_PC && type<SC_SENDMAX)
		clif_status_change(bl,type,1);	/* �A�C�R���\�� */

	/* option��?�X */
	switch(type){
		case SC_STONE:
		case SC_FREEZE:
		case SC_STAN:
		case SC_SLEEP:
			battle_stopattack(bl);	/* �U?��~ */
			skill_stop_dancing(bl,0);	/* ���t/�_���X�̒�? */
			{	/* �����Ɋ|����Ȃ��X�e?�^�X�ُ������ */
				int i;
				for(i = SC_STONE; i <= SC_SLEEP; i++){
					if(sc_data[i].timer != -1){
						(*sc_count)--;
						delete_timer(sc_data[i].timer, skill_status_change_timer);
						sc_data[i].timer = -1;
					}
				}
			}
			if(type == SC_STONE)
				*opt1 = 6;
			else
				*opt1 = type - SC_STONE + 1;
			opt_flag = 1;
			break;
		case SC_POISON:
		case SC_CURSE:
		case SC_SILENCE:
		case SC_BLIND:
			*opt2 |= 1<<(type-SC_POISON);
			opt_flag = 1;
			break;
		case SC_DPOISON:	// �b��œł̃G�t�F�N�g���g�p
			*opt2 |= 1;
			opt_flag = 1;
			break;
		case SC_SIGNUMCRUCIS:
			*opt2 |= 0x40;
			opt_flag = 1;
			break;
		case SC_HIDING:
		case SC_CLOAKING:
			battle_stopattack(bl);	/* �U?��~ */
			*option |= ((type==SC_HIDING)?2:4);
			opt_flag =1 ;
			break;
		case SC_CHASEWALK:
			battle_stopattack(bl);	/* �U?��~ */
			*option |= 16388;
			opt_flag =1 ;
			break;
		case SC_SIGHT:
			*option |= 1;
			opt_flag = 1;
			break;
		case SC_RUWACH:
			*option |= 8192;
			opt_flag = 1;
			break;
		case SC_WEDDING:
			*option |= 4096;
			opt_flag = 1;
	}

	if(opt_flag)	/* option��?�X */
		clif_changeoption(bl);

	(*sc_count)++;	/* �X�e?�^�X�ُ��? */

	sc_data[type].val1 = val1;
	sc_data[type].val2 = val2;
	sc_data[type].val3 = val3;
	sc_data[type].val4 = val4;
	/* �^�C�}?�ݒ� */
	sc_data[type].timer = add_timer(
		gettick() + tick, skill_status_change_timer, bl->id, type);

	if(bl->type==BL_PC && calc_flag)
		pc_calcstatus(sd,0);	/* �X�e?�^�X�Čv�Z */

	if(bl->type==BL_PC && save_flag)
		chrif_save(sd); // save the player status

	if(bl->type==BL_PC && updateflag)
		clif_updatestatus(sd,updateflag);	/* �X�e?�^�X���N���C�A���g�ɑ��� */

	return 0;
}
/*==========================================
 * �X�e?�^�X�ُ�S����
 *------------------------------------------
 */
int skill_status_change_clear(struct block_list *bl, int type)
{
	struct status_change* sc_data;
	short *sc_count, *option, *opt1, *opt2, *opt3;
	int i;

	nullpo_retr(0, bl);
	nullpo_retr(0, sc_data = battle_get_sc_data(bl));
	nullpo_retr(0, sc_count = battle_get_sc_count(bl));
	nullpo_retr(0, option = battle_get_option(bl));
	nullpo_retr(0, opt1 = battle_get_opt1(bl));
	nullpo_retr(0, opt2 = battle_get_opt2(bl));
	nullpo_retr(0, opt3 = battle_get_opt3(bl));

	if (*sc_count == 0)
		return 0;
	for(i = 0; i < MAX_STATUSCHANGE; i++){
		if(sc_data[i].timer != -1){	/* �ُ킪����Ȃ�^�C�}?���폜���� */
/*
			delete_timer(sc_data[i].timer, skill_status_change_timer);
			sc_data[i].timer = -1;

			if (!type && i < SC_SENDMAX)
				clif_status_change(bl, i, 0);
*/

			skill_status_change_end(bl, i, -1);
		}
	}
	*sc_count = 0;
	*opt1 = 0;
	*opt2 = 0;
	*opt3 = 0;
	*option &= OPTION_MASK;

	if (night_flag == 1 && type == BL_PC && !map[bl->m].flag.indoors && // by [Yor]
		!map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) // [celest]
		*opt2 |= STATE_BLIND;

	if(!type || type&2)
		clif_changeoption(bl);

	return 0;
}

/* �N��?�L���O?���i����Ɉړ��s�”\�n?�����邩�j */
int skill_check_cloaking(struct block_list *bl) 
{
	static int dx[]={ 0, 1, 0, -1, -1,  1, 1, -1}; //optimized by Lupus
	static int dy[]={-1, 0, 1,  0, -1, -1, 1,  1};
	int end=1,i;

	//missing sd [Found by Celest, commited by Aria]
	struct map_session_data *sd=(struct map_session_data *)bl;

	nullpo_retr(0, bl);

	if(bl->type == BL_PC && !battle_config.pc_cloak_check_type) // If it's No it shouldn't be checked
		return 0;
	else if(bl->type == BL_MOB && !battle_config.monster_cloak_check_type)
		return 0;
	for(i=0;i<sizeof(dx)/sizeof(dx[0]);i++){
		int c=map_getcell(bl->m,bl->x+dx[i],bl->y+dy[i]);
		if(c==1 || c==5) {
			end=0;
			break;
		}
	}
	if(end){
		if ((bl->type == BL_PC && pc_checkskill(sd,AS_CLOAKING)<3) || bl->type == BL_MOB) {
			skill_status_change_end(bl, SC_CLOAKING, -1);
			*battle_get_option(bl)&=~4;	/* �O�̂��߂�?�� */
		}
		else if (bl->type == BL_PC && sd->sc_data[SC_CLOAKING].val3 != 130) {
			sd->sc_data[SC_CLOAKING].val3 = 130;
			pc_calcspeed (sd);
		}
	}
	else {
		if (bl->type == BL_PC && sd->sc_data[SC_CLOAKING].val3 != 103) {
			sd->sc_data[SC_CLOAKING].val3 = 103;
			pc_calcspeed (sd);
		}
	}
	return end;
}

int skill_type_cloaking(struct block_list *bl)
{
	static int dx[]={ 0, 1, 0, -1, -1,  1, 1, -1}; //optimized by Lupus
	static int dy[]={-1, 0, 1,  0, -1, -1, 1,  1};
	int i;

	nullpo_retr(0, bl);
	if(bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
		return 0;
	else if(bl->type == BL_MOB && battle_config.monster_cloak_check_type&1)
		return 0;
	for(i=0; i<sizeof(dx)/sizeof(dx[0]); i++)
	{
		int c=map_getcell(bl->m,bl->x+dx[i],bl->y+dy[i]);
		if(c==1 || c==5)
			return 0;
	}
	return 1;
}

/*
 *----------------------------------------------------------------------------
 * �X�L�����j�b�g
 *----------------------------------------------------------------------------
 */

/*==========================================
 * ���t/�_���X�X�L�����ǂ�������
 * ��? �X�L��ID
 * ?�� �_���X����Ȃ�=0 ���t=2 ����ȊO�̃_���X=1
 *------------------------------------------
 */
int skill_is_danceskill(int id)
{
	int i;
	switch(id){
	case BD_LULLABY:				/* �q��� */
	case BD_RICHMANKIM:				/* �j�����h�̉� */
	case BD_ETERNALCHAOS:			/* �i���̍��� */
	case BD_DRUMBATTLEFIELD:		/* ?���ۂ̋��� */
	case BD_RINGNIBELUNGEN:			/* �j?�x�����O�̎w�� */
	case BD_ROKISWEIL:				/* ���L�̋��� */
	case BD_INTOABYSS:				/* �[���̒��� */
	case BD_SIEGFRIED:				/* �s���g�̃W?�N�t��?�h */
	case BD_RAGNAROK:				/* �_?��?�� */
	case CG_MOONLIT:				/* ������̐�ɗ�����Ԃт� */
		i=2;
		break;
	case BA_DISSONANCE:				/* �s���a�� */
	case BA_FROSTJOKE:				/* �����W��?�N */
	case BA_WHISTLE:				/* ���J */
	case BA_ASSASSINCROSS:			/* �[�z�̃A�T�V���N���X */
	case BA_POEMBRAGI:				/* �u���M�̎� */
	case BA_APPLEIDUN:				/* �C�h�D���̗ь� */
	case DC_UGLYDANCE:				/* ��������ȃ_���X */
	case DC_SCREAM:					/* �X�N��?�� */
	case DC_HUMMING:				/* �n�~���O */
	case DC_DONTFORGETME:			/* ����Y��Ȃ��Łc */
	case DC_FORTUNEKISS:			/* �K�^�̃L�X */
	case DC_SERVICEFORYOU:			/* �T?�r�X�t�H?��? */
		i=1;
		break;
	default:
		i=0;
	}
	return i;
}

/*==========================================
 * ���t/�_���X����߂�
 * flag 1�ō��t���Ȃ瑊���Ƀ��j�b�g��C����
 *
 *------------------------------------------
 */
void skill_stop_dancing(struct block_list *src, int flag)
{
	struct status_change* sc_data;
	struct skill_unit_group* group;

	nullpo_retv(src);
	nullpo_retv(sc_data = battle_get_sc_data(src));

	if(sc_data[SC_DANCING].timer != -1) {
		group=(struct skill_unit_group *)sc_data[SC_DANCING].val2; //�_���X�̃X�L�����j�b�gID��val2�ɓ����Ă�
		if(group && src->type==BL_PC && sc_data && sc_data[SC_DANCING].val4){ //���t��?
			struct map_session_data* dsd=map_id2sd(sc_data[SC_DANCING].val4); //������sd�擾
			if(flag){ //���O�A�E�g�ȂǕЕ��������Ă����t��??�����
				if(dsd && src->id == group->src_id){ //�O��?�v��������PC��������
					group->src_id=sc_data[SC_DANCING].val4; //�����ɃO��?�v��C����
					if(flag&1) //���O�A�E�g
					dsd->sc_data[SC_DANCING].val4=0; //�����̑�����0�ɂ��č��t�I�����ʏ�̃_���X?��
					if(flag&2) //�n�G��тȂ�
						return; //���t���_���X?�Ԃ��I�������Ȃ����X�L�����j�b�g�͒u���Ă��ڂ�
				}else if(dsd && dsd->bl.id == group->src_id){ //�������O��?�v�������Ă���PC��������(�����̓O��?�v�������Ă��Ȃ�)
					if(flag&1) //���O�A�E�g
					dsd->sc_data[SC_DANCING].val4=0; //�����̑�����0�ɂ��č��t�I�����ʏ�̃_���X?��
					if(flag&2) //�n�G��тȂ�
						return; //���t���_���X?�Ԃ��I�������Ȃ����X�L�����j�b�g�͒u���Ă��ڂ�
				}
				skill_status_change_end(src,SC_DANCING,-1);//�����̃X�e?�^�X���I��������
				//�����ăO��?�v�͏����Ȃ��������Ȃ��̂ŃX�e?�^�X�v�Z������Ȃ��H
				return;
			}else{
				if(dsd && src->id == group->src_id){ //�O��?�v�������Ă�PC���~�߂�
					skill_status_change_end((struct block_list *)dsd,SC_DANCING,-1);//����̃X�e?�^�X���I��������
				}
				if(dsd && dsd->bl.id == group->src_id){ //�������O��?�v�������Ă���PC���~�߂�(�����̓O��?�v�������Ă��Ȃ�)
					skill_status_change_end(src,SC_DANCING,-1);//�����̃X�e?�^�X���I��������
				}
			}
		}
		if(flag&2 && group && src->type==BL_PC){ //�n�G�Ŕ�񂾂Ƃ��Ƃ��̓��j�b�g�����
			struct map_session_data *sd = (struct map_session_data *)src;
			skill_unit_move_unit_group(group, sd->bl.m,(sd->to_x - sd->bl.x),(sd->to_y - sd->bl.y));
			return;
		}
		skill_delunitgroup(group);
		if(src->type==BL_PC)
			pc_calcstatus((struct map_session_data *)src,0);
	}
}

/*==========================================
 * �X�L�����j�b�g������
 *------------------------------------------
 */
struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y)
{
	struct skill_unit *unit;

	nullpo_retr(NULL, group);
	nullpo_retr(NULL, unit=&group->unit[idx]);

	if(!unit->alive)
		group->alive_count++;

	unit->bl.id=map_addobject(&unit->bl);
	unit->bl.type=BL_SKILL;
	unit->bl.m=group->map;
	unit->bl.x=x;
	unit->bl.y=y;
	unit->group=group;
	unit->val1=unit->val2=0;
	unit->alive=1;

	map_addblock(&unit->bl);
	clif_skill_setunit(unit);
	return unit;
}

int skill_unit_timer_sub_ondelete( struct block_list *bl, va_list ap );
/*==========================================
 * �X�L�����j�b�g�폜
 *------------------------------------------
 */
int skill_delunit(struct skill_unit *unit)
{
	struct skill_unit_group *group;
	int range;

	nullpo_retr(0, unit);
	if(!unit->alive)
		return 0;
	nullpo_retr(0, group=unit->group);

	/* onlimit�C�x���g�Ăяo�� */
	skill_unit_onlimit( unit,gettick() );

	/* ondelete�C�x���g�Ăяo�� */
	range=group->range;
	map_foreachinarea( skill_unit_timer_sub_ondelete, unit->bl.m,
		unit->bl.x-range,unit->bl.y-range,unit->bl.x+range,unit->bl.y+range,0,
		&unit->bl,gettick() );

	clif_skill_delunit(unit);

	unit->group=NULL;
	unit->alive=0;
	map_delobjectnofree(unit->bl.id);
	if(group->alive_count>0 && (--group->alive_count)<=0)
		skill_delunitgroup(group);

	return 0;
}
/*==========================================
 * �X�L�����j�b�g�O��?�v������
 *------------------------------------------
 */
static int skill_unit_group_newid=10;
struct skill_unit_group *skill_initunitgroup(struct block_list *src,
	int count,int skillid,int skilllv,int unit_id)
{
	int i;
	struct skill_unit_group *group=NULL, *list=NULL;
	int maxsug=0;

	if(skilllv <= 0) return 0;

	nullpo_retr(NULL, src);

	if(src->type==BL_PC){
		list=((struct map_session_data *)src)->skillunit;
		maxsug=MAX_SKILLUNITGROUP;
	}else if(src->type==BL_MOB){
		list=((struct mob_data *)src)->skillunit;
		maxsug=MAX_MOBSKILLUNITGROUP;
	}else if(src->type==BL_PET){
		list=((struct pet_data *)src)->skillunit;
		maxsug=MAX_MOBSKILLUNITGROUP;
	}
	if(list){
		for(i=0;i<maxsug;i++)	/* �󂢂Ă������?�� */
			if(list[i].group_id==0){
				group=&list[i];
				break;
			}

		if(group==NULL){	/* �󂢂ĂȂ��̂ŌÂ�����?�� */
			int j=0;
			unsigned maxdiff=0,x,tick=gettick();
			for(i=0;i<maxsug;i++)
				if((x=DIFF_TICK(tick,list[i].tick))>maxdiff){
					maxdiff=x;
					j=i;
				}
			skill_delunitgroup(&list[j]);
			group=&list[j];
		}
	}

	if(group==NULL){
		printf("skill_initunitgroup: error unit group !\n");
		exit(1);
	}

	group->src_id=src->id;
	group->party_id=battle_get_party_id(src);
	group->guild_id=battle_get_guild_id(src);
	group->group_id=skill_unit_group_newid++;
	if(skill_unit_group_newid<=0)
		skill_unit_group_newid=10;
	group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
	group->unit_count=count;
	group->val1=group->val2=0;
	group->skill_id=skillid;
	group->skill_lv=skilllv;
	group->unit_id=unit_id;
	group->map=src->m;
	group->range=0;
	group->limit=10000;
	group->interval=1000;
	group->tick=gettick();
	group->valstr=NULL;

	if( skill_is_danceskill(skillid) ){
		struct map_session_data *sd = NULL;
		if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
			sd->skillid_dance=skillid;
			sd->skilllv_dance=skilllv;
		}
		skill_status_change_start(src,SC_DANCING,skillid,(int)group,0,0,skill_get_time(skillid,skilllv)+1000,0);
		switch(skillid){ //���t�X�L���͑������_���X?�Ԃɂ���
		case BD_LULLABY:				/* �q��� */
		case BD_RICHMANKIM:				/* �j�����h�̉� */
		case BD_ETERNALCHAOS:			/* �i���̍��� */
		case BD_DRUMBATTLEFIELD:		/* ?���ۂ̋��� */
		case BD_RINGNIBELUNGEN:			/* �j?�x�����O�̎w�� */
		case BD_ROKISWEIL:				/* ���L�̋��� */
		case BD_INTOABYSS:				/* �[���̒��� */
		case BD_SIEGFRIED:				/* �s���g�̃W?�N�t��?�h */
		case BD_RAGNAROK:				/* �_?��?�� */
		case CG_MOONLIT:				/* ������̐�ɗ�����Ԃт� */
			{
				int range=1;
				int c=0;
				if(sd){
					map_foreachinarea(skill_check_condition_use_sub,sd->bl.m,
						sd->bl.x-range,sd->bl.y-range,
						sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c);
				}
			}
		}
	}
	return group;
}

/*==========================================
 * �X�L�����j�b�g�O��?�v�폜
 *------------------------------------------
 */
int skill_delunitgroup(struct skill_unit_group *group)
{
	struct block_list *src;
	int i;

	nullpo_retr(0, group);
	if(group->unit_count<=0)
		return 0;

	src=map_id2bl(group->src_id);
	if( skill_is_danceskill(group->skill_id) ){ //�_���X�X�L���̓_���X?�Ԃ���������
		if(src)
			skill_status_change_end(src,SC_DANCING,-1);
		}

	group->alive_count=0;
	if(group->unit!=NULL){
		for(i=0;i<group->unit_count;i++)
			if(group->unit[i].alive)
				skill_delunit(&group->unit[i]);
	}
	if(group->valstr!=NULL){
		map_freeblock(group->valstr);
		group->valstr=NULL;
	}

	map_freeblock(group->unit);	/* free()�̑ւ�� */
	group->unit=NULL;
	group->src_id=0;
	group->group_id=0;
	group->unit_count=0;
	return 0;
}

/*==========================================
 * �X�L�����j�b�g�O��?�v�S�폜
 *------------------------------------------
 */
int skill_clear_unitgroup(struct block_list *src)
{
	struct skill_unit_group *group=NULL;
	int maxsug=0;

	nullpo_retr(0, src);

	if(src->type==BL_PC){
		group=((struct map_session_data *)src)->skillunit;
		maxsug=MAX_SKILLUNITGROUP;
	}else if(src->type==BL_MOB){
		group=((struct mob_data *)src)->skillunit;
		maxsug=MAX_MOBSKILLUNITGROUP;
	}else if(src->type==BL_PET){ // [Valaris]
		group=((struct pet_data *)src)->skillunit;
		maxsug=MAX_MOBSKILLUNITGROUP;
	}
	if(group){
		int i;
		for(i=0;i<maxsug;i++)
			if(group[i].group_id>0 && group[i].src_id == src->id)
				skill_delunitgroup(&group[i]);
	}
	return 0;
}

/*==========================================
 * �X�L�����j�b�g�O��?�v�̔�e��tick?��
 *------------------------------------------
 */
struct skill_unit_group_tickset *skill_unitgrouptickset_search(
	struct block_list *bl,int group_id)
{
	int i,j=0,k,s=group_id%MAX_SKILLUNITGROUPTICKSET;
	struct skill_unit_group_tickset *set=NULL;

	nullpo_retr(0, bl);

	if(bl->type==BL_PC){
		set=((struct map_session_data *)bl)->skillunittick;
	}else{
		set=((struct mob_data *)bl)->skillunittick;
	}
	if(set==NULL)
		return 0;
	for(i=0;i<MAX_SKILLUNITGROUPTICKSET;i++)
		if( set[(k=(i+s)%MAX_SKILLUNITGROUPTICKSET)].group_id == group_id )
			return &set[k];
		else if( set[k].group_id==0 )
			j=k;

	return &set[j];
}

/*==========================================
 * �X�L�����j�b�g�O��?�v�̔�e��tick�폜
 *------------------------------------------
 */
int skill_unitgrouptickset_delete(struct block_list *bl,int group_id)
{
	int i,s=group_id%MAX_SKILLUNITGROUPTICKSET;
	struct skill_unit_group_tickset *set=NULL,*ts;

	nullpo_retr(0, bl);

	if(bl->type==BL_PC){
		set=((struct map_session_data *)bl)->skillunittick;
	}else{
		set=((struct mob_data *)bl)->skillunittick;
	}

	if(set!=NULL){

		for(i=0;i<MAX_SKILLUNITGROUPTICKSET;i++)
			if( (ts=&set[(i+s)%MAX_SKILLUNITGROUPTICKSET])->group_id == group_id )
				ts->group_id=0;

	}
	return 0;
}

/*==========================================
 * �X�L�����j�b�g�^�C�}??��?���p(foreachinarea)
 *------------------------------------------
 */
int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap )
{
	struct block_list *src;
	struct skill_unit *su;
	unsigned int tick;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	src=va_arg(ap,struct block_list*);

	tick=va_arg(ap,unsigned int);
	su = (struct skill_unit *)src;

	if( su && su->alive ) {
		struct skill_unit_group *sg;
		sg = su->group;
		if(sg && battle_check_target(src,bl,sg->target_flag )>0)
			skill_unit_onplace( su, bl, tick );
	}
	return 0;
}

/*==========================================
 * �X�L�����j�b�g�^�C�}?�폜?���p(foreachinarea)
 *------------------------------------------
 */
int skill_unit_timer_sub_ondelete( struct block_list *bl, va_list ap )
{
	struct block_list *src;
	struct skill_unit *su;
	unsigned int tick;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	src=va_arg(ap,struct block_list*);

	tick=va_arg(ap,unsigned int);
	su = (struct skill_unit *)src;

	if( su && su->alive ){
		struct skill_unit_group *sg;
		sg = su->group;
		if( sg && battle_check_target(src,bl,sg->target_flag )>0 )
			skill_unit_ondelete( su, bl, tick );
	}
	return 0;
}

/*==========================================
 * �X�L�����j�b�g�^�C�}??���p(foreachobject)
 *------------------------------------------
 */
int skill_unit_timer_sub( struct block_list *bl, va_list ap )
{
	struct skill_unit *unit;
	struct skill_unit_group *group;
	int range;
	unsigned int tick;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, unit=(struct skill_unit *)bl);
	nullpo_retr(0, group=unit->group);
	tick=va_arg(ap,unsigned int);

	if(!unit->alive)
		return 0;

	range=(unit->range!=0)?unit->range:group->range;

	/* onplace�C�x���g�Ăяo�� */
	if(unit->alive && unit->range>=0){
		map_foreachinarea( skill_unit_timer_sub_onplace, bl->m,
			bl->x-range,bl->y-range,bl->x+range,bl->y+range,0,
			bl,tick);
		if(group->unit_id == 0xaa && DIFF_TICK(tick,group->tick)>=6000*group->val2){
			map_foreachinarea( skill_idun_heal, bl->m,
				bl->x-range,bl->y-range,bl->x+range,bl->y+range,0,unit);
			group->val2++;
		}
	}
	/* ���Ԑ؂�폜 */
	if(unit->alive &&
		(DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit) ){
		switch(group->unit_id){
			case 0x8f:	/* �u���X�g�}�C�� */
				group->unit_id = 0x8c;
				clif_changelook(bl,LOOK_BASE,group->unit_id);
				group->limit=DIFF_TICK(tick+1500,group->tick);
				unit->limit=DIFF_TICK(tick+1500,group->tick);
				break;
			case 0x90:	/* �X�L�b�h�g���b�v */
			case 0x91:	/* �A���N���X�l�A */
			case 0x93:	/* �����h�}�C�� */
			case 0x94:	/* �V���b�N�E�F?�u�g���b�v */
			case 0x95:	/* �T���h�}�� */
			case 0x96:	/* �t���b�V��? */
			case 0x97:	/* �t��?�W���O�g���b�v */
			case 0x98:	/* �N���C���A?�g���b�v */
			case 0x99:	/* �g?�L?�{�b�N�X */
				{
					struct block_list *src=map_id2bl(group->src_id);
					if(group->unit_id == 0x91 && group->val2);
					else{
						if(src && src->type==BL_PC){
							struct item item_tmp;
							memset(&item_tmp,0,sizeof(item_tmp));
							item_tmp.nameid=1065;
							item_tmp.identify=1;
							map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0);	// ?�Ԋ�
						}
					}
				}
			default:
				skill_delunit(unit);
		}
	}

	if(group->unit_id == 0x8d) {
		unit->val1 -= 5;
		if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
			unit->limit = DIFF_TICK(tick+700,group->tick);
	}

	return 0;
}
/*==========================================
 * �X�L�����j�b�g�^�C�}??��
 *------------------------------------------
 */
int skill_unit_timer( int tid,unsigned int tick,int id,int data)
{
	map_freeblock_lock();

	map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );

	map_freeblock_unlock();

	return 0;
}

/*==========================================
 * �X�L�����j�b�g�ړ���?���p(foreachinarea)
 *------------------------------------------
 */
int skill_unit_out_all_sub( struct block_list *bl, va_list ap )
{
	struct skill_unit *unit;
	struct skill_unit_group *group;
	struct block_list *src;
	int range;
	unsigned int tick;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, src=va_arg(ap,struct block_list*));
	nullpo_retr(0, unit=(struct skill_unit *)bl);
	nullpo_retr(0, group=unit->group);

	tick=va_arg(ap,unsigned int);

	if(!unit->alive || src->prev==NULL)
		return 0;

	range=(unit->range!=0)?unit->range:group->range;

	if( range<0 || battle_check_target(bl,src,group->target_flag )<=0 )
		return 0;

	if( src->x >= bl->x-range && src->x <= bl->x+range &&
		src->y >= bl->y-range && src->y <= bl->y+range )
		skill_unit_onout( unit, src, tick );

	return 0;
}


/*==========================================
 * �X�L�����j�b�g�ړ���?��
 *------------------------------------------
 */
int skill_unit_out_all( struct block_list *bl,unsigned int tick,int range)
{
	nullpo_retr(0, bl);

	if( bl->prev==NULL )
		return 0;

	if(range<7)
		range=7;
	map_foreachinarea( skill_unit_out_all_sub,
		bl->m,bl->x-range,bl->y-range,bl->x+range,bl->y+range,BL_SKILL,
		bl,tick );

	return 0;
}

/*==========================================
 * �X�L�����j�b�g�ړ���?���p(foreachinarea)
 *------------------------------------------
 */
int skill_unit_move_sub( struct block_list *bl, va_list ap )
{
	struct skill_unit *unit;
	struct skill_unit_group *group;
	struct block_list *src;
	int range;
	unsigned int tick;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, unit=(struct skill_unit *)bl);
	nullpo_retr(0, src=va_arg(ap,struct block_list*));

	tick=va_arg(ap,unsigned int);

	if(!unit->alive || src->prev==NULL)
		return 0;

	if((group=unit->group) == NULL)
		return 0;
	range=(unit->range!=0)?unit->range:group->range;

	if( range<0 || battle_check_target(bl,src,group->target_flag )<=0 )
		return 0;

	if( src->x >= bl->x-range && src->x <= bl->x+range &&
		src->y >= bl->y-range && src->y <= bl->y+range )
		skill_unit_onplace( unit, src, tick );
	else
		skill_unit_onout( unit, src, tick );

	return 0;
}

/*==========================================
 * �X�L�����j�b�g�ړ���?��
 *------------------------------------------
 */
int skill_unit_move( struct block_list *bl,unsigned int tick,int range)
{
	nullpo_retr(0, bl);

	if( bl->prev==NULL )
		return 0;

	if(range<7)
		range=7;
	map_foreachinarea( skill_unit_move_sub,
		bl->m,bl->x-range,bl->y-range,bl->x+range,bl->y+range,BL_SKILL,
		bl,tick );

	return 0;
}

/*==========================================
 * �X�L�����j�b�g��?�̈ړ���?��(foreachinarea)
 *------------------------------------------
 */
int skill_unit_move_unit_group_sub( struct block_list *bl, va_list ap )
{
	struct skill_unit *unit;
	struct skill_unit_group *group;
	struct block_list *src;
	int range;
	unsigned int tick;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, src=va_arg(ap,struct block_list*));
	nullpo_retr(0, unit=(struct skill_unit *)src);
	nullpo_retr(0, group=unit->group);

	tick=va_arg(ap,unsigned int);

	if(!unit->alive || bl->prev==NULL)
		return 0;

	range=(unit->range!=0)?unit->range:group->range;

	if( range<0 || battle_check_target(src,bl,group->target_flag )<=0 )
		return 0;
	if( bl->x >= src->x-range && bl->x <= src->x+range &&
		bl->y >= src->y-range && bl->y <= src->y+range )
		skill_unit_onplace( unit, bl, tick );
	else
		skill_unit_onout( unit, bl, tick );
	return 0;
}

/*==========================================
 * �X�L�����j�b�g��?�̈ړ���?��
 * ��?�̓O��?�v�ƈړ���
 *------------------------------------------
 */
int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy)
{
	nullpo_retr(0, group);

	if( group->unit_count<=0)
		return 0;

	if(group->unit!=NULL){
		if(!battle_config.unit_movement_type){
			int i;
			for(i=0;i<group->unit_count;i++){
				struct skill_unit *unit=&group->unit[i];
				if(unit->alive && !(m==unit->bl.m && dx==0 && dy==0)){
					int range=unit->range;
					map_delblock(&unit->bl);
					unit->bl.m = m;
					unit->bl.x += dx;
					unit->bl.y += dy;
					map_addblock(&unit->bl);
					clif_skill_setunit(unit);
					if(range>0){
						if(range<7)
							range=7;
						map_foreachinarea( skill_unit_move_unit_group_sub, unit->bl.m,
							unit->bl.x-range,unit->bl.y-range,unit->bl.x+range,unit->bl.y+range,0,
							&unit->bl,gettick() );
					}
				}
			}
		}else{
			int i,j, *r_flag, *s_flag, *m_flag;
			struct skill_unit *unit1;
			struct skill_unit *unit2;
                        r_flag = (int *) malloc(sizeof(int) * group->unit_count);
                        s_flag = (int *) malloc(sizeof(int) * group->unit_count);
                        m_flag = (int *) malloc(sizeof(int) * group->unit_count);
			memset(r_flag,0, sizeof(int) * group->unit_count);// ?���t���O
			memset(s_flag,0, sizeof(int) * group->unit_count);// ?���t���O
			memset(m_flag,0, sizeof(int) * group->unit_count);// ?���t���O

			//��Ƀt���O��S�����߂�
		for(i=0;i<group->unit_count;i++){
				int move_check=0;// ���Ԃ�t���O
				unit1=&group->unit[i];
			for(j=0;j<group->unit_count;j++){
					unit2=&group->unit[j];
					if(unit1->bl.m==m && unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
						//�ړ���Ƀ��j�b�g�����Ԃ��Ă���
						s_flag[i]=1;// �ړ��O�̃��j�b�g�i���o?��?���t���Oon
						r_flag[j]=1;// ���Ԃ郆�j�b�g�i���o?��?���t���Oon
						move_check=1;//���j�b�g�����Ԃ����B
						break;
					}
				}
				if(!move_check)// ���j�b�g�����Ԃ��ĂȂ�������
					m_flag[i]=1;// �ړ��O���j�b�g�i���o?�̈ړ��t���Oon
			}

			//�t���O�Ɋ�Â��ă��j�b�g�ړ�
			for(i=0;i<group->unit_count;i++){
				unit1=&group->unit[i];
				if(m_flag[i]){// �ړ��t���O��on��
					if(!r_flag[i]){// ?���t���O��off�Ȃ�
						//?���ړ�(range��?���̕K�v����)
						int range=unit1->range;
						map_delblock(&unit1->bl);
						unit1->bl.m = m;
						unit1->bl.x += dx;
						unit1->bl.y += dy;
						map_addblock(&unit1->bl);
						clif_skill_setunit(unit1);
						if(range > 0){
							if(range < 7)
								range = 7;
							map_foreachinarea( skill_unit_move_unit_group_sub, unit1->bl.m,
								unit1->bl.x-range,unit1->bl.y-range,unit1->bl.x+range,unit1->bl.y+range,0,
								&unit1->bl,gettick() );
						}
					}else{// ?���t���O��on�Ȃ�
						//�󃆃j�b�g�ɂȂ�̂ŁA?���”\�ȃ��j�b�g��T��
						for(j=0;j<group->unit_count;j++){
							unit2=&group->unit[j];
							if(s_flag[j] && !r_flag[j]){
								// ?���ړ�(range?���t��)
								int range=unit1->range;
								map_delblock(&unit2->bl);
								unit2->bl.m = m;
								unit2->bl.x = unit1->bl.x + dx;
								unit2->bl.y = unit1->bl.y + dy;
								unit2->range = unit1->range;
								map_addblock(&unit2->bl);
								clif_skill_setunit(unit2);
								if(range > 0){
									if(range < 7)
										range = 7;
									map_foreachinarea( skill_unit_move_unit_group_sub, unit2->bl.m,
										unit2->bl.x-range,unit2->bl.y-range,unit2->bl.x+range,unit2->bl.y+range,0,
										&unit2->bl,gettick() );
								}
								s_flag[j]=0;// ?�����������̂�off
								break;
							}
						}
					}
				}
			}
			free(r_flag);
            free(s_flag);
            free(m_flag);
		}
	}
	return 0;
}

/*----------------------------------------------------------------------------
 * �A�C�e������
 *----------------------------------------------------------------------------
 */

/*==========================================
 * �A�C�e�������”\����
 *------------------------------------------
 */
int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger )
{
	int i,j;

	nullpo_retr(0, sd);

	if(nameid<=0)
		return 0;

	for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
		if(skill_produce_db[i].nameid == nameid )
			break;
	}
	if( i >= MAX_SKILL_PRODUCE_DB )	/* �f?�^�x?�X�ɂȂ� */
		return 0;

	if(trigger>=0){
		if(trigger == 32 || trigger == 16 || trigger==64 || trigger == 256) {
			if(skill_produce_db[i].itemlv!=trigger)	/* �t�@?�}�V?���|?�V�����ނƗn??��?�ΈȊO�͂��� */
				return 0;
		}else{
			if(skill_produce_db[i].itemlv>=16)		/* ����ȊO�͂��� */
				return 0;
			if( itemdb_wlv(nameid)>trigger )	/* ����Lv���� */
				return 0;
		}
	}
	if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
		return 0;		/* �X�L��������Ȃ� */

	for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
		int id,x,y;
		if( (id=skill_produce_db[i].mat_id[j]) <= 0 )	/* ����ȏ�͍ޗ��v��Ȃ� */
			continue;
		if(skill_produce_db[i].mat_amount[j] <= 0) {
			if(pc_search_inventory(sd,id) < 0)
				return 0;
		}
		else {
			for(y=0,x=0;y<MAX_INVENTORY;y++)
				if( sd->status.inventory[y].nameid == id )
					x+=sd->status.inventory[y].amount;
			if(x<skill_produce_db[i].mat_amount[j]) /* �A�C�e��������Ȃ� */
				return 0;
		}
	}
	return i+1;
}

/*==========================================
 * �A�C�e�������”\����
 *------------------------------------------
 */
int skill_produce_mix( struct map_session_data *sd,
	int nameid, int slot1, int slot2, int slot3 )
{
	int slot[3];
	int i,sc,ele,idx,equip,wlv,make_per,flag;

	nullpo_retr(0, sd);

	if( !(idx=skill_can_produce_mix(sd,nameid,-1)) )	/* ?���s�� */
		return 0;
	idx--;
	slot[0]=slot1;
	slot[1]=slot2;
	slot[2]=slot3;

	/* ����?��?�� */
	for(i=0,sc=0,ele=0;i<3;i++){
		int j;
		if( slot[i]<=0 )
			continue;
		j = pc_search_inventory(sd,slot[i]);
		if(j < 0)	/* �s���p�P�b�g(�A�C�e������)�`�F�b�N */
			continue;
		if(slot[i]==1000){	/* ���̂����� */
			pc_delitem(sd,j,1,1);
			sc++;
		}
		if(slot[i]>=994 && slot[i]<=997 && ele==0){	/* ?���� */
			static const int ele_table[4]={3,1,4,2};
			pc_delitem(sd,j,1,1);
			ele=ele_table[slot[i]-994];
		}
	}

	/* �ޗ����� */
	for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
		int j,id,x;
		if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
			continue;
		x=skill_produce_db[idx].mat_amount[i];	/* �K�v�Ȍ�? */
		do{	/* �Q�ˆȏ�̃C���f�b�N�X�ɂ܂������Ă��邩������Ȃ� */
			int y=0;
			j = pc_search_inventory(sd,id);

			if(j >= 0){
				y = sd->status.inventory[j].amount;
				if(y>x)y=x;	/* ������� */
				pc_delitem(sd,j,y,0);
			}else {
				if(battle_config.error_log)
					printf("skill_produce_mix: material item error\n");
			}

			x-=y;	/* �܂�����Ȃ���?���v�Z */
		}while( j>=0 && x>0 );	/* �ޗ�������邩�A�G��?�ɂȂ�܂ŌJ��Ԃ� */
	}

	/* �m������ */
	equip = itemdb_isequip(nameid);
	if(!equip) {
		if(skill_produce_db[idx].req_skill==AM_PHARMACY) {
			if((nameid >= 501 && nameid <= 506) || (nameid >= 545 && nameid <= 547) || nameid == 525)
				make_per = 2000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_POTIONPITCHER)*100;
			else if(nameid == 970)
				make_per = 1500 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300;
			else if(nameid == 7135)
				make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_DEMONSTRATION)*100;
			else if(nameid == 7136)
				make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_ACIDTERROR)*100;
			else if(nameid == 7137)
				make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_CANNIBALIZE)*100;
			else if(nameid == 7138)
				make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_SPHEREMINE)*100;
			else if(nameid == 7139)
				make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_CP_WEAPON)*100 +
					pc_checkskill(sd,AM_CP_SHIELD)*100 + pc_checkskill(sd,AM_CP_ARMOR)*100 + pc_checkskill(sd,AM_CP_HELM)*100;
			else
				make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300;
		} else if (skill_produce_db[idx].req_skill == ASC_CDP) {
			make_per = 2000 + 40*sd->paramc[4] + 20*sd->paramc[5];			
			//make_per = 20 + (20*sd->paramc[4])/50 + (20*sd->paramc[5])/100;
		} else {
			if(nameid == 998)
				make_per = 2000 + sd->status.base_level*30 + sd->paramc[4]*20 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*600;
			else if(nameid == 985)
				make_per = 1000 + sd->status.base_level*30 + sd->paramc[4]*20 + sd->paramc[5]*10 + (pc_checkskill(sd,skill_produce_db[idx].req_skill)-1)*500;
			else
				make_per = 1000 + sd->status.base_level*30 + sd->paramc[4]*20 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*500;
		}
	}
	else {
		int add_per;
		if(pc_search_inventory(sd,989) >= 0) add_per = 750;
		else if(pc_search_inventory(sd,988) >= 0) add_per = 500;
		else if(pc_search_inventory(sd,987) >= 0) add_per = 250;
		else if(pc_search_inventory(sd,986) >= 0) add_per = 0;
		else add_per = -500;
		if(ele) add_per -= 500;
		add_per -= sc*500;
		wlv = itemdb_wlv(nameid);
		make_per = ((250 + sd->status.base_level*15 + sd->paramc[4]*10 + sd->paramc[5]*5 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*500 +
			add_per) * (100 - (wlv - 1)*20))/100 + pc_checkskill(sd,BS_WEAPONRESEARCH)*100 + ((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100 : 0);
	}

	if(make_per < 1) make_per = 1;

	if(skill_produce_db[idx].req_skill==AM_PHARMACY || 
		skill_produce_db[idx].req_skill==ASC_CDP) {
		if( battle_config.pp_rate!=100 )
			make_per=make_per*battle_config.pp_rate/100;
	}
	else {
		if( battle_config.wp_rate!=100 )	/* �m���␳ */
			make_per=make_per*battle_config.wp_rate/100;
	}

//	if(battle_config.etc_log)
//		printf("make rate = %d\n",make_per);

	if(rand()%10000 < make_per){
		/* ���� */
		struct item tmp_item;
		memset(&tmp_item,0,sizeof(tmp_item));
		tmp_item.nameid=nameid;
		tmp_item.amount=1;
		tmp_item.identify=1;
		if(equip){	/* ����̏ꍇ */
			tmp_item.card[0]=0x00ff; /* ��������t���O */
			tmp_item.card[1]=((sc*5)<<8)+ele;	/* ?���Ƃ‚悳 */
			*((unsigned long *)(&tmp_item.card[2]))=sd->char_id;	/* �L����ID */
		}
		else if((battle_config.produce_item_name_input && skill_produce_db[idx].req_skill!=AM_PHARMACY) ||
			(battle_config.produce_potion_name_input && skill_produce_db[idx].req_skill==AM_PHARMACY)) {
			tmp_item.card[0]=0x00fe;
			tmp_item.card[1]=0;
			*((unsigned long *)(&tmp_item.card[2]))=sd->char_id;	/* �L����ID */
		}

		#ifndef TXT_ONLY
		if(log_config.produce > 0)
			log_produce(sd,nameid,slot1,slot2,slot3,1);
		#endif //USE_SQL

		switch (skill_produce_db[idx].req_skill) {
			case AM_PHARMACY:
				clif_produceeffect(sd,2,nameid);/* ��?�G�t�F�N�g */
				clif_misceffect(&sd->bl,5); /* ���l�ɂ�������ʒm */
				break;
			case ASC_CDP:
				clif_produceeffect(sd,2,nameid);/* �b���?�G�t�F�N�g */
				clif_misceffect(&sd->bl,5);
				break;
			default:  /* ���퐻���A�R�C������ */
				clif_produceeffect(sd,0,nameid); /* ���퐻���G�t�F�N�g */
				clif_misceffect(&sd->bl,3);
				break;
		}

		if((flag = pc_additem(sd,&tmp_item,1))) {
			clif_additem(sd,0,0,flag);
			map_addflooritem(&tmp_item,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
		}
	}
	else {
		#ifndef TXT_ONLY
		if(log_config.produce > 0)
			log_produce(sd,nameid,slot1,slot2,slot3,0);
		#endif //USE_SQL

		switch (skill_produce_db[idx].req_skill) {
			case AM_PHARMACY:
				clif_produceeffect(sd,3,nameid);/* ��?���s�G�t�F�N�g */
				clif_misceffect(&sd->bl,6); /* ���l�ɂ����s��ʒm */
				break;
			case ASC_CDP:
				{
					clif_produceeffect(sd,3,nameid); /* �b���?�G�t�F�N�g */
					clif_misceffect(&sd->bl,6); /* ���l�ɂ����s��ʒm */
					pc_heal(sd, -(sd->status.max_hp>>2), 0);
				}
				break;
			default:
				clif_produceeffect(sd,1,nameid);/* ���퐻�����s�G�t�F�N�g */
				clif_misceffect(&sd->bl,2); /* ���l�ɂ����s��ʒm */
				break;
		}
	}
	return 0;
}

int skill_arrow_create( struct map_session_data *sd,int nameid)
{
	int i,j,flag,index=-1;
	struct item tmp_item;

	nullpo_retr(0, sd);

	if(nameid <= 0)
		return 1;

	for(i=0;i<MAX_SKILL_ARROW_DB;i++)
		if(nameid == skill_arrow_db[i].nameid) {
			index = i;
			break;
		}

	if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
		return 1;

	pc_delitem(sd,j,1,0);
	for(i=0;i<5;i++) {
		memset(&tmp_item,0,sizeof(tmp_item));
		tmp_item.identify = 1;
		tmp_item.nameid = skill_arrow_db[index].cre_id[i];
		tmp_item.amount = skill_arrow_db[index].cre_amount[i];
		if(battle_config.making_arrow_name_input) {
			tmp_item.card[0]=0x00fe;
			tmp_item.card[1]=0;
			*((unsigned long *)(&tmp_item.card[2]))=sd->char_id;	/* �L����ID */
		}
		if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
			continue;
		if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
			clif_additem(sd,0,0,flag);
			map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
		}
	}

	return 0;
}

/*----------------------------------------------------------------------------
 * �������n
 */

/*==========================================
 * �X�L��?�W�t�@�C��?��?��
 * skill_db.txt �X�L���f?�^
 * skill_cast_db.txt �X�L���̉r�����Ԃƃf�B���C�f?�^
 * produce_db.txt �A�C�e���쐬�X�L���p�f?�^
 * create_arrow_db.txt ��쐬�X�L���p�f?�^
 * abra_db.txt �A�u���J�_�u��?���X�L���f?�^
 *------------------------------------------
 */
int skill_readdb(void)
{
	int i,j,k,l,m;
	FILE *fp;
	char line[1024],*p;
	char *filename[]={"db/produce_db.txt","db/produce_db2.txt"};

	/* �X�L���f?�^�x?�X */
	memset(skill_db,0,sizeof(skill_db));
	fp=fopen("db/skill_db.txt","r");
	if(fp==NULL){
		printf("can't read db/skill_db.txt\n");
		return 1;
	}
	while(fgets(line,1020,fp)){
		char *split[50], *split2[MAX_SKILL_LEVEL];
		if(line[0]=='/' && line[1]=='/')
			continue;
		for(j=0,p=line;j<14 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}
		if(split[13]==NULL || j<14)
			continue;

		i=atoi(split[0]);
		if (i>=10000 && i<10015) // for guild skills [Celest]
			i -= 9500;
		else if(i<0 || i>MAX_SKILL_DB)
			continue;

/*		printf("skill id=%d\n",i); */
		memset(split2,0,sizeof(split2));
		for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].range[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
		skill_db[i].hit=atoi(split[2]);
		skill_db[i].inf=atoi(split[3]);
		skill_db[i].pl=atoi(split[4]);
		skill_db[i].nk=atoi(split[5]);
		skill_db[i].max=atoi(split[6]);

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[7];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].num[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);

		if(strcmpi(split[8],"yes") == 0)
			skill_db[i].castcancel=1;
		else
			skill_db[i].castcancel=0;
		skill_db[i].cast_def_rate=atoi(split[9]);
		skill_db[i].inf2=atoi(split[10]);
		skill_db[i].maxcount=atoi(split[11]);
		if(strcmpi(split[12],"weapon") == 0)
			skill_db[i].skill_type=BF_WEAPON;
		else if(strcmpi(split[12],"magic") == 0)
			skill_db[i].skill_type=BF_MAGIC;
		else if(strcmpi(split[12],"misc") == 0)
			skill_db[i].skill_type=BF_MISC;
		else
			skill_db[i].skill_type=0;
		memset(split2,0,sizeof(split2));
		for(j=0,p=split[13];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].blewcount[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
	}
	fclose(fp);
	printf("read db/skill_db.txt done\n");

	fp=fopen("db/skill_require_db.txt","r");
	if(fp==NULL){
		printf("can't read db/skill_require_db.txt\n");
		return 1;
	}
	while(fgets(line,1020,fp)){
		char *split[51], *split2[MAX_SKILL_LEVEL];
		if(line[0]=='/' && line[1]=='/')
			continue;
		for(j=0,p=line;j<30 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}
		if(split[29]==NULL || j<30)
			continue;

		i=atoi(split[0]);
		if (i>=10000 && i<10015) // for guild skills [Celest]
			i -= 9500;
		else if(i<0 || i>MAX_SKILL_DB)
			continue;

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].hp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[2];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].mhp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[3];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].sp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[4];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].hp_rate[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[5];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].sp_rate[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[6];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].zeny[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[7];j<32 && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<32 && split2[k];k++) {
			l = atoi(split2[k]);
			if(l == 99) {
				skill_db[i].weapon = 0xffffffff;
				break;
			}
			else
				skill_db[i].weapon |= 1<<l;
		}

		if( strcmpi(split[8],"hiding")==0 ) skill_db[i].state=ST_HIDING;
		else if( strcmpi(split[8],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
		else if( strcmpi(split[8],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
		else if( strcmpi(split[8],"riding")==0 ) skill_db[i].state=ST_RIDING;
		else if( strcmpi(split[8],"falcon")==0 ) skill_db[i].state=ST_FALCON;
		else if( strcmpi(split[8],"cart")==0 ) skill_db[i].state=ST_CART;
		else if( strcmpi(split[8],"shield")==0 ) skill_db[i].state=ST_SHIELD;
		else if( strcmpi(split[8],"sight")==0 ) skill_db[i].state=ST_SIGHT;
		else if( strcmpi(split[8],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
		else if( strcmpi(split[8],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
		else if( strcmpi(split[8],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
		else if( strcmpi(split[8],"water")==0 ) skill_db[i].state=ST_WATER;
		else skill_db[i].state=ST_NONE;

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[9];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].spiritball[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
		skill_db[i].itemid[0]=atoi(split[10]);
		skill_db[i].amount[0]=atoi(split[11]);
		skill_db[i].itemid[1]=atoi(split[12]);
		skill_db[i].amount[1]=atoi(split[13]);
		skill_db[i].itemid[2]=atoi(split[14]);
		skill_db[i].amount[2]=atoi(split[15]);
		skill_db[i].itemid[3]=atoi(split[16]);
		skill_db[i].amount[3]=atoi(split[17]);
		skill_db[i].itemid[4]=atoi(split[18]);
		skill_db[i].amount[4]=atoi(split[19]);
		skill_db[i].itemid[5]=atoi(split[20]);
		skill_db[i].amount[5]=atoi(split[21]);
		skill_db[i].itemid[6]=atoi(split[22]);
		skill_db[i].amount[6]=atoi(split[23]);
		skill_db[i].itemid[7]=atoi(split[24]);
		skill_db[i].amount[7]=atoi(split[25]);
		skill_db[i].itemid[8]=atoi(split[26]);
		skill_db[i].amount[8]=atoi(split[27]);
		skill_db[i].itemid[9]=atoi(split[28]);
		skill_db[i].amount[9]=atoi(split[29]);
	}
	fclose(fp);
	printf("read db/skill_require_db.txt done\n");

	/* �L���X�e�B���O�f?�^�x?�X */
	fp=fopen("db/skill_cast_db.txt","r");
	if(fp==NULL){
		printf("can't read db/skill_cast_db.txt\n");
		return 1;
	}
	while(fgets(line,1020,fp)){
		char *split[50], *split2[MAX_SKILL_LEVEL];
		memset(split,0,sizeof(split));	// [Valaris] thanks to fov
		if(line[0]=='/' && line[1]=='/')
			continue;
		for(j=0,p=line;j<5 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}
		if(split[4]==NULL || j<5)
			continue;

		i=atoi(split[0]);
		if (i>=10000 && i<10015) // for guild skills [Celest]
			i -= 9500;
		else if(i<0 || i>MAX_SKILL_DB)
			continue;

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].cast[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[2];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].delay[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[3];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].upkeep_time[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[4];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].upkeep_time2[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
	}
	fclose(fp);
	printf("read db/skill_cast_db.txt done\n");

	/* �����n�X�L���f?�^�x?�X */
	memset(skill_produce_db,0,sizeof(skill_produce_db));
	for(m=0;m<2;m++){
		fp=fopen(filename[m],"r");
		if(fp==NULL){
			if(m>0)
				continue;
			printf("can't read %s\n",filename[m]);
			return 1;
		}
		k=0;
		while(fgets(line,1020,fp)){
			char *split[6 + MAX_PRODUCE_RESOURCE * 2];
			int x,y;
			if(line[0]=='/' && line[1]=='/')
				continue;
			memset(split,0,sizeof(split));
			for(j=0,p=line;j<3 + MAX_PRODUCE_RESOURCE * 2 && p;j++){
				split[j]=p;
				p=strchr(p,',');
				if(p) *p++=0;
			}
			if(split[0]==NULL)
				continue;
			i=atoi(split[0]);
			if(i<=0)
				continue;

			skill_produce_db[k].nameid=i;
			skill_produce_db[k].itemlv=atoi(split[1]);
			skill_produce_db[k].req_skill=atoi(split[2]);

			for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
				skill_produce_db[k].mat_id[y]=atoi(split[x]);
				skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
			}
			k++;
			if(k >= MAX_SKILL_PRODUCE_DB)
				break;
		}
		fclose(fp);
		printf("read %s done (count=%d)\n",filename[m],k);
	}

	memset(skill_arrow_db,0,sizeof(skill_arrow_db));
	fp=fopen("db/create_arrow_db.txt","r");
	if(fp==NULL){
		printf("can't read db/create_arrow_db.txt\n");
		return 1;
	}
	k=0;
	while(fgets(line,1020,fp)){
		char *split[16];
		int x,y;
		if(line[0]=='/' && line[1]=='/')
			continue;
		memset(split,0,sizeof(split));
		for(j=0,p=line;j<13 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}
		if(split[0]==NULL)
			continue;
		i=atoi(split[0]);
		if(i<=0)
			continue;

		skill_arrow_db[k].nameid=i;

		for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
			skill_arrow_db[k].cre_id[y]=atoi(split[x]);
			skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
		}
		k++;
		if(k >= MAX_SKILL_ARROW_DB)
			break;
	}
	fclose(fp);
	printf("read db/create_arrow_db.txt done (count=%d)\n",k);

	memset(skill_abra_db,0,sizeof(skill_abra_db));
	fp=fopen("db/abra_db.txt","r");
	if(fp==NULL){
		printf("can't read db/abra_db.txt\n");
		return 1;
	}
	k=0;
	while(fgets(line,1020,fp)){
		char *split[16];
		if(line[0]=='/' && line[1]=='/')
			continue;
		memset(split,0,sizeof(split));
		for(j=0,p=line;j<13 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}
		if(split[0]==NULL)
			continue;
		i=atoi(split[0]);
		if(i<=0)
			continue;

		skill_abra_db[i].req_lv=atoi(split[2]);
		skill_abra_db[i].per=atoi(split[3]);

		k++;
		if(k >= MAX_SKILL_ABRA_DB)
			break;
	}
	fclose(fp);
	printf("read db/abra_db.txt done (count=%d)\n",k);

	fp=fopen("db/skill_castnodex_db.txt","r");
	if(fp==NULL){
		printf("can't read db/skill_castnodex_db.txt\n");
		return 1;
	}
	while(fgets(line,1020,fp)){
		char *split[50], *split2[MAX_SKILL_LEVEL];
		memset(split,0,sizeof(split));
		if(line[0]=='/' && line[1]=='/')
			continue;
		for(j=0,p=line;j<2 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}

		i=atoi(split[0]);
		if (i>=10000 && i<10015) // for guild skills [Celest]
			i -= 9500;
		else if(i<0 || i>MAX_SKILL_DB)
			continue;

		memset(split2,0,sizeof(split2));
		for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){
			split2[j]=p;
			p=strchr(p,':');
			if(p) *p++=0;
		}
		for(k=0;k<MAX_SKILL_LEVEL;k++)
			skill_db[i].castnodex[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]);
	}
	fclose(fp);
	printf("read db/skill_castnodex_db.txt done\n");

	fp=fopen("db/skill_nocast_db.txt","r");
	if(fp==NULL){
		printf("can't read db/skill_nocast_db.txt\n");
		return 1;
	}
	k=0;
	while(fgets(line,1020,fp)){
		char *split[16];
		if(line[0]=='/' && line[1]=='/')
			continue;
		memset(split,0,sizeof(split));
		for(j=0,p=line;j<2 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}
		if(split[0]==NULL)
			continue;
		i=atoi(split[0]);
		if(i < 0 || i > MAX_SKILL_DB)
			continue;
		skill_db[i].nocast=atoi(split[1]);
		k++;
	}
	fclose(fp);
	printf("read db/skill_nocast_db done\n");

	return 0;
}

void skill_reload(void)
{
	/*

	<empty skill database>
	<?>

	*/

	do_init_skill();
}

/*==========================================
 * �X�L��?�W������?��
 *------------------------------------------
 */
int do_init_skill(void)
{
	skill_readdb();

	add_timer_func_list(skill_unit_timer,"skill_unit_timer");
	add_timer_func_list(skill_castend_id,"skill_castend_id");
	add_timer_func_list(skill_castend_pos,"skill_castend_pos");
	add_timer_func_list(skill_timerskill,"skill_timerskill");
	add_timer_func_list(skill_status_change_timer,"skill_status_change_timer");
	add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);

	return 0;
}